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Water adept

[advent class]


Rules governing Advent Classes

Water Adepts are master hydromancers that further dedicate themselves to the element of water, learning advanced techniques that bring them ever closer to mastering their element


Water 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

Water Adept class talent tree

Talent details

Block

Action: Full
Requires: Buckler
Description: You encase an ally in a block or sphere of ice. Inside the block, your ally is suspended in cold water, which glows bright blue-white with your healing power
Range: 15 feet
Speed: 4H
Effect: Target creature is encased in ice for two segments, receiving healing
Element: One unit of water
Healing: Resolve x 2 + 6d6
Cooldown: 12 rounds
Special: When the water arrives at the target, the target is healed according to the healing formula. In the following segment, this healing is repeated. If there is water at the target's location, the first segment of healing begins instantly. If the block is hit with damage, it shatters, absorbing all the damage from the attack
Talent Point Improvements:
□ Reduce the required action to Standard
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H
□□ Increase the speed by 3H
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Buckler

Action: Standard
Requires: Level 12 Hydromancer
Description: You create a pair of small shields out of ice, binding them so that they hover six inches off your forearms, allowing you to block incoming attacks
Effect: Two bucklers of ice which last 1 round
Cooldown: 12 rounds
Special: The bucklers each give you a +1 bonus to your BDB on attacks that physically target you or your current hex. Your arms must be free to utilize this benefit. You may use both shields to block the same attack, gaining the bonus from both shields. The bonus can apply to your Reaction. If you use this bonus and the attack still hits you, the shield(s) used are destroyed
Talent Point Improvements:
□ Reduce the required action to Move
□□ Extend the duration of the shields by 1 segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Frostflower

Action: Full
Requires: Level 12 Hydromancer
Description: You cause the target sphere of water to instantly freeze. As it does, it expands violently as razor sharp spikes in all directions, damaging nearby enemies or blocking incoming attacks
Range: 20 feet
Speed: 8H
Effect: Three target spheres of water expand into adjacent hexes from target creature, hex, or object
Element: 1 unit of water total
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 2 + 6d6 [Piercing]
Cooldown: 12 rounds
Special: If the water is already in the target location, it does not need to travel from you to the target. Each bloom deals damage. Targets are pushed out of the bloom by the attack. The blooms remain after the attack. If they recieve damage, they are destroyed
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 60 feet
□ Increase the speed by 1H
□□ Increase the speed by 3H
□□□□□ □□□□□ 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


Ice spear

Action: Standard
Requires: Frostflower
Description: You create a hefty spike of ice, 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: 12H
Effect: Target, hex, or object
Element: Half a unit of water
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defensive 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 10 feet. Maximum range is 60 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


Leviathan

Action: Standard
Requires: Level 12 Hydromancer
Description: You create a twisting serpent of water with a frosty maw of ice, striking out towards your opponent. The serpent clutches them in its mouth, dealing damage and holding them captive
Range: 15 feet
Speed: 8H
Effect: Target creature or object is Grappled
Offensive: Attack Bonus + Dex + 6d6
Damage: Intelligence x 3 + 6d6
Cooldown: 12 rounds
Special: If targeting an object, this ability can be used to bring an item to you. The weight limit is determined by the capacity table, but using your Intelligence score instead. If the attack is successful, it deals damage and the target is Grappled for one round. You may spend a swift action in the following round to extend the grapple condition to two rounds. The target may attempt to escape the grapple combatting the original offensive formula result
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H
□□ Increase the speed by 3H
□□□□□ □□□□□ 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


Pillars

Action: Swift
Requires: Level 12 Hydromancer
Description: You raise up pillars of ice around you to create a defensible position
Range: Self
Speed: 4H
Effect: Six pillars rise up around you, providing cover
Cooldown: 12 rounds
Special: One pillar rises in each adjacent hex, to a height of 10 feet. If a pillar takes damage, it is destroyed
Talent Point Improvements:
□□ Increase the height of the pillars to 15 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Rejuvenation

Action: Standard
Requires: Restoration
Description: You create a rejuvenating mist, swirling it around your target, alleviating their fatigue and clearing their mind
Range: 10 feet
Speed: 4H
Effect: Target creature
Offensive: Attack Bonus + Dex + 6d6
Healing: Resolve x 2 + 6d6
Cooldown: 12 rounds
Special: If the target suffers from the Disoriented, Delirious, Staggered, or Stunned condition, it is removed at the beginning of the following segment. Once per day, this ability can be used to cure Exhaustion
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H
□□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Restoration

Action: Full
Requires: Level 12 Hydromancer
Description: You create three spheres of water and manipulate them over the wounded target, giving them a large boost of healing
Range: 10 feet
Speed: 4H
Effect: Target creature is healed
Offensive: Attack Bonus + Dex + 6d6
Healing: Resolve x 4 + 10d6
Cooldown: 12 rounds
Special: Additionally, if the target is temporarily Blinded, Deafened, or Unconscious, the condition is removed
Talent Point Improvements:
□ Extend the range by 5 feet. Maximum range is 30 feet
□ Increase the speed by 1H
□□□□□ □□□□□ Increase the dice bonus of the offensive formula by 1d6. (Cost increases)
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Sweeping cut

Action: Standard
Requires: Water Blade
Description: You rush forward, water in hand, making a broad sweeping strike that turns upward as it hits your target, knocking them up into the air
Range: Your Dash speed
Speed: Your Dash speed
Effect: Target creature
Offensive: Attack Bonus + Dex + 6d6
Defensive: Defense Bonus + Dex + 6d6
Damage: Strength x 3 + 6d6
Cooldown: 12 rounds
Special: You move your speed to a hex adjacent to your target. You always excute the move portion of this attack, even if the hit does not land. On a successful hit, this ability knocks the target 5 feet up into the air, knocking them Prone. This interupts all the targets current move actions. This knock-up also applies to defensive use of this ability
Talent Point Improvements:
□□□□□ □□□□□ 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


Unbridled current

Action: Move
Requires: Level 12 Hydromancer
Description: You learn to move like a surging river, flowing with the current of the universe, like a leaf on the surface of bubbling stream, almost out of control
Range: Self
Speed: Your Dash speed
Effect: You move your Dash speed for two segments
Cooldown: 12 rounds
Special: Your movement cannot be in a perfectly straight line
Talent Point Improvements:
□ Reduce the required action to Swift
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Vapor shroud

Action: Free, Reaction
Requires: Level 12 Hydromancer
Description: When you are hit with an attack, as a part of your Reaction, you vaporize a small amount of water, causing a swirling gust of vapor to surround you
Range: Self
Speed: 2H
Effect: Cloud of water vapor in current hex, with a radius of 5 feet
Cooldown: 12 rounds
Special: The vapor moves out from you to the edge of the radius, at the speed. The vapor grants standard concealment as with Vaporize
Talent Point Improvements:
□□□ Extend the radius by 5 feet. Maximum radius is 15 feet
□ Increase the speed by 1H. Maximum speed is 6H
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Water blade

Action: Standard
Requires: Level 12 Hydromancer
Description: You learn a delicate technique for making a slicing attack that is particularly good for cutting solid matter. The attack is too slow to use on anything but a stationary target
Range: 20 feet
Speed: 4H
Effect: Target 30° cone
Damage: Intelligence x 2 + 6d6
Cooldown: 12 rounds
Special: This move automatically hits, dealing the damage formula to stationary objects in the target hexes
Talent Point Improvements:
□ Extend the range by 10 feet. Maximum range is 60 feet
□ Increase the speed by 1H. Maximum speed is 8H
□□□□□ □□□□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

wiki/water adept.txt · Last modified: 2019/07/06 21:32 by caleymccready