====== Air adept ====== === [advent class] === Qihuatl //Rules governing [[Advent Classes]]//\\ Air Adepts are master Aeromancers that further dedicate themselves to the element of air, learning advanced techniques that bring them ever closer to becoming one with wind itself. These techniques serve a variety of functions including offense, defense, utility, and movement. As with Aeromancer, the physical utility and movement options Air Adept offers are quite strong. These abilities can enhance or complement the standard Aeromancer toolkit Air Adepts must cultivate a strong sense of discipline while maintaining flexibility, adaptability, and freedom of spirit. This delicate balance allows them to unlock the full power inherent in the wind, while also giving them ability to guide that power. Achieving these qualities requires focused, intentional personal development. As Water Adepts share this same challenge, Air and Water Adepts often share a bond of understanding \\ **Air Adept Advent Class Level Table** ^ Level ^Talent Points^Level Bonuses^ ^ 1 |10 Talent Points|1 Talent| ^ 2 |10 Talent Points|1 Talent| ^ 3 |10 Talent Points|5 Bonus Talent Points| ^ 4 |10 Talent Points|1 Talent| ^ 5 |15 Talent Points|1 Feat| ^ 6 |15 Talent Points|1 Talent| ^ 7 |15 Talent Points|5 Bonus Talent Points| ^ 8 |15 Talent Points|1 Talent| ^ 9 |20 Talent Points|1 Feat| ^ 10 |20 Talent Points|10 Bonus Talent Points| \\ Art by [[credits|John Latta]] \\ ===== Talent tree ===== {{map>:wiki:air_adept_talent_tree.png?nolink |The Air Adept class talent tree}} [[Air Adept#Barrier|jump to Barrier @ 471, 278, 540, 347]] [[Air Adept#Drag|jump to Drag @ 300, 450, 369, 519]] [[Air Adept#Eye of the Wind|jump to Eye of the Wind @ 24, 278, 93, 347]] [[Air Adept#Grasp the Wind|jump to Grasp the Wind @ 131, 278, 200, 347]] [[Air Adept#Gust|jump to Gust @ 179, 160, 248, 229]] [[Air Adept#Hover|jump to Hover @ 179, 398, 248, 467]] [[Air Adept#Hundred Needle Strike|jump to Hundred Needle Strike @ 300, 5, 369, 74]] [[Air Adept#Natural Movement|jump to Natural Movement @ 424, 398, 493, 467]] [[Air Adept#Shield|jump to Shield @ 422, 162, 491, 231]] [[Air Adept#Shockwave|jump to Shockwave @ 579, 278, 648, 347]] [[Air Adept#Slice|jump to Slice @ 300, 113, 369, 182]] [[Air Adept#Vortex|jump to Vortex @ 300, 556, 369, 625]] {{ a deformed bubble in the sky with clouds inside it ==== Barrier ==== **Action**: Standard\\ **Requires**: Level 12 Aeromancer\\ **Description**: You create a sphere of microturbulence which prevents sound from escaping or entering the sphere\\ **Range**: 10 feet\\ **Speed**: 4H\\ **Effect**: Create a sphere with a radius of 5 feet centered on the target hex\\ **Cooldown**: 12 rounds\\ **Special**: If you create the sphere around yourself, you can create a space inside the sphere where sound travels normally\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□□ Extend the radius of the sphere by 5 feet. Maximum radius is 15 feet\\ \\ ---- an aeromancer pulls a stormy sky down toward themselves ==== Drag ==== **Action**: Standard\\ **Requires**: Level 12 Aeromancer\\ **Description**: You learn to twist and pull the wind, letting the currents bring your target to you\\ **Range**: 20 feet\\ **Speed**: 1H\\ **Effect**: A stream of air 10 feet high and 5 feet wide, in a line between you and the target for three segments\\ **Cooldown**: 12 rounds\\ **Special**: You can target [[sizes#Medium]] objects or smaller. The objects move toward you at a speed of 1H\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□ Increase the speed objects move toward you by 1H. Maximum speed is 8H\\ \\ ---- a blue eye gazes at the viewer, surrounded by a chaotic storm above a turbulent sea ==== Eye of the wind ==== **Action**: Full\\ **Requires**: [[air adept#Grasp the Wind]]\\ **Description**: You tap into the currents around you, allowing you to feel the flow of air near you. Through training, you have learned to harness this as a sixth sense, using it as a rough 'sight' to see beyond normal vision\\ **Range**: Self\\ **Speed**: 20H\\ **Effect**: You can visualize the air currents within 200 feet\\ **Cooldown**: 12 rounds\\ **Special**: Within the area of effect, you can identify terrain features, such as cliffs, pits, bluffs, trees, or buildings. The GM will describe the surrounding area and the features you sense. In addition, you gain the following concrete bonuses when using this ability: * 2d6 bonus to [[Investigation]] rolls where air flows would help you identify your target * 2d6 bonus to [[Wilderness Survival]] when tracking a creature with a scent **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range you can visualize by 100 feet. Maximum range is 1,200 feet\\ □ Increase the speed by 5H. Maximum speed is 60H\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- an aeromancer floats in the sky, swept up in a rushing cloud ==== Grasp the wind ==== **Action**: Standard\\ **Requires**: Level 12 Aeromancer\\ **Description**: You tap into the currents around you, allowing you to feel the flow of air near you, allowing you to fight without the use of your normal sight\\ **Range**: Self\\ **Speed**: 6H\\ **Effect**: You can sense the currents up to 10 feet around you for 1 round\\ **Cooldown**: 12 rounds\\ **Special**: You can track the movements of anything that disburbs the air currents, including projectiles, even if you cannot detect the objects via your normal senses. This allows you to target or defend against these creatures or objects. This ability does not give enough detail to distinguish one person from another of similar size and shape. The speed represents the increasing area of currents through which you can see as you activate this skill\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range you can visualize by 5 feet. Maximum distance is 60 feet\\ □ Increase the speed by 3H. Maximum speed is 18H\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- an aeromancer rushes forward surrounded by a cloud of dust ==== Gust ==== **Action**: Move\\ **Requires**: Level 12 Aeromancer\\ **Description**: You create a gust of wind that propels you forward\\ **Range**: Self\\ **Speed**: Your [[combat#movement speed|Dash]] speed\\ **Effect**: You move your Dash speed for two segments\\ **Cooldown**: 12 rounds\\ **Special**: Your movement must be in a straight line\\ **Talent Point Improvements**:\\ □ Reduce the required action to Swift\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- an aeromancer levitates in a tornado of black and gold smoke ==== Hover ==== **Action**: Passive\\ **Requires**: Level 12 Aeromancer\\ **Description**: You become a master of directing currents of air to keep you aloft without swift movements\\ **Range**: Self\\ **Effect**: Your hover speed increases by 1H\\ **Talent Point Improvements**:\\ □ You gain the ability to maintain a hover in place with a Free action\\ \\ ---- a downpour of icy rain ==== Hundred needle strike ==== **Action**: Standard\\ **Requires**: [[air adept#Slice]]\\ **Description**: You learn to focus your air blasts into sharp points, and train until you are able to create a hailstorm of these attacks, launching them in a torrent of peircing attacks that overwhelm your enemies\\ **Range**: 20 feet\\ **Speed**: 12H\\ **Effect**: You launch an attack sending needles from 10 feet behind you towards your opponent. The attack is a circle, 15 feet wide and 15 tall\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: Strength x 2 + 6d6 [[damage#damage types|[Piercing]]]\\ **Cooldown**: 12 rounds\\ **Special**: Alternatively, this strike can be used vertically, materializing above the target(s). This causes the strike to be instant, but decreases the total area affected by the strike, as it does not traverse the distance between you and the target\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 24H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|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\\ \\ ---- an aeromancer dances with the wind ==== Natural movement ==== **Action**: Free\\ **Requires**: Level 12 Aeromancer, Level 2 Air Adept\\ **Description**: Your training renders your movements as fluid as air. You do not need to think before acting, you simply act, always with the grain of the wind, never against it\\ **Effect**: You may initate any two action types in the same segment\\ **Cooldown**: 12 rounds\\ **Special**: This does not grant you addtional actions\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Standing up from the [[conditions#prone]] position only costs 5 feet of movement\\ □ When using a swift action to make a 5 foot step, you make take a 10 foot step instead\\ \\ ---- a sphere of gold and blue cloud ==== Shield ==== **Action**: Standard\\ **Requires**: Level 12 Aeromancer, Level 6 Air Adept\\ **Description**: You create a rapidly spinning sphere of air around you that deflects incoming attacks\\ **Range**: Self\\ **Speed**: Instant\\ **Effect**: A sphere of air in your current hex blocks attacks for 1 segment\\ **Cooldown**: 12 rounds\\ **Special**: The sphere deflects any [[sizes#Medium]] object, projectile, or attack that attempts to pass through the torrent. Attacks or objects that are [[sizes#Large]] or larger can move through the sphere unhindered, but creatures must be [[sizes#Huge]] or larger to pass through the sphere unhindered. The sphere is fixed in place, and you cannot attack, move through the sphere, or move objects through the sphere. As a free action you may end the sphere early\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□□ Extend the duration of the sphere by 1 segment. Maximum duration is 4 segments\\ □□□ Extend the radius of the sphere to 5 feet\\ □□□ Gain the ability to move while the sphere is active. The sphere moves with you\\ \\ ---- a mindbending twist of cloud, lighting, and light ==== Shockwave ==== **Action**: Standard\\ **Requires**: Level 12 Aeromancer, Level 4 Air Adept, [[Air Adept#Barrier]]\\ **Description**: You are able to create currents so swift, they create a shockwave that deafens and disorients creatures in its wake\\ **Range**: 20 feet\\ **Speed**: 12H\\ **Effect**: A stream of air 5 feet wide shoots out toward the target hex, with a wake 5 feet long on either side flowing out at a 60° behind the tip of the stream\\ **Offensive**: //Attack Bonus + Res + 3d6//\\ **Cooldown**: 12 rounds\\ **Special**: Creatures caught in the shockwave are pushed back 5 feet. Creatures caught in the shockwave must make a //**Resolve vs Strength** [[abilities#ability checks|Ability Check]]// or they are [[conditions#disoriented]] and [[conditions#deafened]] for 1 round\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □□□ Increase the width of the wake to 10 feet\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □ Extend the duration the target is deafened by 2 segments. Maximum duration is 3 rounds\\ \\ ---- a ring of clouds with a gleaming sharp edge ==== Slice ==== **Action**: Standard\\ **Requires**: Level 12 Aeromancer\\ **Description**: You learn a technique for making a turbulence in a sweeping air attack that is particularly good at cutting through inorganic matter\\ **Range**: 20 feet\\ **Speed**: 10H\\ **Effect**: Target 30° cone\\ **Damage**: Intelligence x 2 + 8d6 [[damage#damage types|[Slashing]]]\\ **Cooldown**: 12 rounds\\ **Special**: This move automatically hits, dealing the damage formula to objects in the target hexes. The wave does not damage organic matter\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □□□ Increase the arc from 30° to 60°\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|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\\ \\ ---- a huge vortex of water rises from a serene lake ==== Vortex ==== **Action**: Standard, Full\\ **Requires**: Level 12 Aeromancer, Level 4 Air Adept\\ **Description**: You create a swirling vortex, pulling objects and creatures into the vortex\\ **Range**: Self\\ **Speed**: 2H\\ **Effect**: A cylindrical vortex of air 10 feet high with a radius of 15 feet pulls objects toward you\\ **Cooldown**: 12 rounds\\ **Special**: Objects with the area that are [[sizes#Medium]] or smaller move toward you at a speed of 2H. When used as a standard action the stream lasts 2 segments. When used as a Full action, the stream lasts 4 segments\\ **Talent Point Improvements**:\\ □ Extend the radius by 5 feet. Maximum radius is 30 feet\\ □ Increase the speed objects move toward you by 1H. Maximum speed is 4H\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\