======= Animancer ======= ===[advent class]=== \\ //Rules governing [[Advent Classes]]//\\ Vhela Animancer **Pronounciation**: (AN-ih-man-cer)\\ Animancers are masters of the mind and the soul. Using their ki, they are able to separate a fraction of their consciousness and bind it to the elements to create elementals, golems, and spirits Naturally, elementals can be created of air, water, earth, and fire. Water, earth, and fire can be combined to create golems of mud and lava, respectively. Water, air, and fire can be infused to create spirits of cloud and storm. Golems and spirits share the qualities of the elementals that created them, allowing them to use the abilities of either donor elementals Animancers are, by far, the most prolific Advent Class, forcing even the most dedicated adherents to choose their specialization very carefully \\ **Animancer 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| \\ ===== Talent tree ===== {{map>:wiki:animancer_talent_tree.png?nolink |The Animancer class talent tree}} [[Animancer#Bind Air|jump to Bind Air @ 245, 220, 286, 260]] [[Animancer#Darting Flow|jump to Darting Flow @ 126, 195, 166, 235]] [[Animancer#Redirect|jump to Redirect @ 108, 83, 148, 123]] [[Animancer#Rushing Wind|jump to Rushing Wind @ 223, 101, 263, 141]] [[Animancer#Sweeping Push|jump to Sweeping Push @ 156, 37, 196, 77]] [[Animancer#Swirling Winds|jump to Swirling Winds@ 172, 146, 212, 186]] [[Animancer#Wall of Dust|jump to Wall of Dust @ 60, 131, 100, 171]] [[Animancer#Bind Fire|jump to Bind Fire @ 405, 220, 445, 260]] [[Animancer#Backdraft|jump to Backdraft @ 523, 197, 563, 237]] [[Animancer#Blaze|jump to Blaze @ 589, 132, 629, 172]] [[Animancer#Engulf|jump to Engulf @ 428, 101, 468, 141]] [[Animancer#Collateral Damage|jump to Ki Link @ 542, 84, 602, 124]] [[Animancer#Soothing Pulse|jump to Soothing Pulse @ 494, 36, 536, 76]] [[Animancer#Whirling Flames|jump to Whirling Flames @ 476, 149, 516, 189]] [[Animancer#Bind Earth|jump to Bind Earth @ 406, 377, 446, 417]] [[Animancer#Chemise|jump to Chemise @ 427, 496, 467, 536]] [[Animancer#Churning Earth|jump to Churning Earth @ 477, 449, 517, 489]] [[Animancer#Heavy-handed|jump to Heavy-handed @ 524, 402, 564, 442]] [[Animancer#Shatter|jump to Shatter @ 589, 466, 629, 506]] [[Animancer#Stone Skin|jump to Stone Skin @ 494, 562, 534, 602]] [[Animancer#Unit|jump to Unit @ 542, 513, 582, 543]] [[Animancer#Bind Water|jump to Bind Water @ 245, 377, 285, 417]] [[Animancer#Bubbling Waters|jump to Bubbling Waters @ 172, 448, 212, 488]] [[Animancer#Frost Bloom|jump to Frost Bloom @ 61, 466, 101, 506]] [[Animancer#Ice Block|jump to Ice Block @ 108, 513, 148, 553]] [[Animancer#Reconstitution|jump to Reconstitution @ 155, 561, 195, 601]] [[Animancer#Recovery|jump to Recovery @ 221, 495, 262, 535]] [[Animancer#Twisting Flow|jump to Twisting Flow @ 125, 399, 165, 439]] [[Animancer#Cloud Spirit|jump to Cloud Spirit @ 126, 298, 166, 338]] [[Animancer#Sky Dragon|jump to Sky Dragon @ 60, 251, 100, 291]] [[Animancer#Healing Rain|jump to Healing Rain @ 60, 343, 100, 383]] [[Animancer#Storm Spirit|jump to Storm Spirit @ 325, 102, 365, 142]] [[Animancer#Discharge|jump to Discharge @ 371, 36, 411, 76]] [[Animancer#Thunder|jump to Thunder @ 279, 36, 319, 76]] [[Animancer#Lava Golem|jump to Lava Golem @ 523, 297, 563, 337]] [[Animancer#Flash Point|jump to Flash Point @ 589, 252, 629, 292]] [[Animancer#Molten Grip|jump to Molten Grip @ 588, 344, 628, 388]] [[Animancer#Clay Golem|jump to Clay Golem @ 324, 495, 364, 535]] [[Animancer#Deconstitution|jump to Deconstitution @ 277, 561, 317, 601]] [[Animancer#Mud Bath|jump to Mud Bath @ 370, 561, 410, 601]] [[Animancer#Soul siphon|jump to Soul Siphon@ 213, 296, 253, 336]] [[Animancer#Spirit Bond|jump to Spirit Bond@ 324, 409, 364, 449]] [[Animancer#Surge|jump to Surge@ 325, 189, 365, 229]] [[Animancer#Symmetry|jump to Symmetry@ 436, 296, 476, 336]] {{ a colossal humanoid tornado stands among dark rain clouds ==== Bind air ==== **Action**: Full\\ **Requires**: [[Aeromancer]] Level 1, [[abilities#Intelligence]] score of 2\\ **Description**: You bind a portion of your consciousness to air, creating an elemental directly under your control\\ **Range**: 5 feet\\ **Speed**: Instant\\ **Effect**: Using a portion of your ki, you create one medium sized air elemental\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * 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 that change the base elemental stat block do not stack with other sources * With this talent, you may bind one air elemental * You can never bind more than two elementals at one time **Talent Point Improvements**:\\ □ Extend the range by 5 feet (binding). Maximum range is 120 feet\\ □□ Extend the range of your elemental's attacks to 10 feet\\ □ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ 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]])\\ \\ ---- a ink drawing of a creature jumping back, leaving trails of ink ==== Darting flow ==== **Action**: Swift\\ **Requires**: [[Animancer#Bind Air]]\\ **Description**: You cause your air elemental to churn and swirl, dodging attacks\\ **Speed**: Instant\\ **Effect**: For the remainder of the round, attacks targeting your air elemental have a 1 in 6 chance to miss\\ **Cooldown**: 12 rounds\\ **Special**: Applies to one air elemental. For each potential attack against your air elemental when Darting flow is active, roll the miss chance before determining the normal outcome of an attack\\ **Talent Point Improvements**:\\ □□□ Increase the miss chance by 1. Maximum miss chance is 3 in 6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- an air elemental with two holes in their body ==== Redirect ==== **Action**: Swift\\ **Requires**: [[animancer#Swirling Winds]], [[abilities#Intelligence]] score of 4\\ **Description**: Your air elementals can redirect attacks that pass through them\\ **Effect**: When an attack passes directly through one of your air elementals, you may spend a swift action to redirect the attack\\ **Cooldown**: 6 rounds\\ **Special**: Even if the cooldown is removed, this ability may only be used once per elemental, per round\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round\\ \\ ---- an air elemental sprints toward the viewer ==== Rushing wind ==== **Action**: Passive\\ **Requires**: [[Animancer#Bind Air]]\\ **Description**: Your air elementals move with a swirling swiftness\\ **Effect**: Your air elementals' base movement speed increases to 35 feet\\ **Special**: Applies to all your air elementals. when moving, your air elementals can change direction at any time, regardless of the normal restrictions on movement\\ **Talent Point Improvements**:\\ □□ Increase the base movement speed by 5 feet. Maximum speed is 50 feet\\ \\ ---- a huge glowing vortex of air ==== Sweeping push ==== **Action**: Swift\\ **Requires**: [[Animancer#Rushing Wind]]\\ **Description**: You are able to direct your air elemental to attack with rushing blade of air\\ **Range**: Self\\ **Effect**: You direct your air elemental to release a sweeping push of rushing air. Creatures in 15 foot, 60° cone are pushed back 15 feet\\ **Cooldown**: 12 rounds\\ **Special**: Applies to one air elemental. You may shorten the arc of the cone as desired\\ **Talent Point Improvements**:\\ □□□ Increase the arc from 60° to 120°\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a dark cloud hovers in the middle of a bright vortex of light and wind ==== Swirling winds ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Air]], [[abilities#Intelligence]] score of 3\\ **Description**: You improve your mastery when controlling air elementals\\ **Effect**: You can create and control a second air elemental\\ **Special**: Your air elementals permanently gain +5 movement speed. This talent does not increase the maximum number of elementals you can bind simultaneously\\ **Talent Point Improvements**:\\ □□□ Increase the range of your air elementals' attacks by 5 feet. Maxiumum increase is 5 feet\\ \\ ---- a sandstorm approaches on the desert horizon ==== Wall of dust ==== **Action**: Swift\\ **Requires**: [[animancer#Darting Flow]]\\ **Description**: You direct your air elemental to stir up a wall of dust and debris, obscuring sight\\ **Range**: 5 feet\\ **Effect**: Your elemental creates a wall of dust 15 feet wide and 5 feet thick, providing two levels of [[combat#concealment]] and lasting for 1 round\\ **Cooldown**: 6 rounds\\ **Special**: The wall of dust must be perpendicular to the air elemental, and orginate from within the range of their normal attacks\\ **Talent Point Improvements**:\\ □□□ Extend the range to 10 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- ===== Fire talents ===== \\ a burning elemental ==== Bind fire ==== **Action**: Full\\ **Requires**: [[Pyromancer]] Level 1, [[abilities#Intelligence]] score of 3\\ **Description**: You bind a portion of your consciousness to create an elemental directly under your control\\ **Range**: 5 feet\\ **Speed**: Instant\\ **Effect**: Using a portion of your ki, you create one medium sized fire elemental\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * When you create a fire elemental, for each 25 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) * Fire elementals can manipulate their shape to pass through tight spaces no less than 6 inches wide * As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round * Talent improvements that change the base elemental stat block do not stack with other sources * With this talent, you may bind one fire elemental * You can never bind more than two elementals at one time **Talent Point Improvements**:\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □□ Extend the range of your elemental's attacks to 10 feet\\ □ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ 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]])\\ \\ ---- a figure emanates fire in a swirling vortex ==== Backdraft ==== **Action**: Swift\\ **Requires**: [[Animancer#Bind Fire]]\\ **Description**: You cause one of your fire elementals to erupt with fiery cone of damage\\ **Speed**: Instant\\ **Effect**: Your fire elemental makes an attack that effects all creatures within a 15 foot, 60° cone\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats\\ **Talent Point Improvements**:\\ □□□ Extend the angle of the cone to 120°\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a smoking, exploding elemental ==== Blaze ==== **Action**: Swift\\ **Requires**: [[Animancer#Backdraft]]\\ **Description**: You cause one of your fire elementals to explode in a fiery blast\\ **Speed**: Instant\\ **Effect**: Your fire elemental makes an attack that effects all creatures within 10 feet\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. Minimum blast range is 10 feet. The explosion destroys the elemental\\ **Talent Point Improvements**:\\ □□□ Extend the maximum range of the explosion to 15 feet\\ □□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- sweeping flames spread through the forest ==== Collateral damage ==== **Action**: Passive\\ **Requires**: [[Animancer#Whirling Flames]], [[abilities#Intelligence]] score of 5\\ **Description**: Your fire elementals' attacks also damage any creature adjacent to their target\\ **Speed**: Instant\\ **Effect**: All basic attacks made by your fire elementals will also damage any creature that is adjacent to the fire elemental's target\\ **Cooldown**: 12 rounds\\ **Special**: This ability affects all attacks made by your fire elementals and cannot be applied selectively\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- flames all but engulf a creature ==== Engulf ==== **Action**: Swift\\ **Requires**: [[Animancer#Bind Fire]]\\ **Description**: You direct one of your fire elementals to engulf a target in flame\\ **Effect**: Your fire elemental makes an attack that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and deals normal damage every round until the target leaves the hex. If unsuccessful, the elemental stops short of moving into the target's hex\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a burning blue heart drips lava ==== Soothing pulse ==== **Action**: Move\\ **Requires**: [[Animancer#Engulf]], [[Pyromancer#Path of Peace]]\\ **Description**: Your fire elemental releases a healing wave of energy\\ **Effect**: Your elemental heals all targets within 5 feet\\ **Cooldown**: 12 rounds\\ **Special**: Use elemental's damage formula to determine the strength of the healing\\ **Talent Point Improvements**:\\ □□□ □□□ Extend the range of the healing by 5 feet. Maximum range is 15 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a fire elemental born of green and orange fire ==== Whirling flames ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Fire]], [[abilities#Intelligence]] score of 4\\ **Description**: You improve your mastery when controlling fire elementals\\ **Effect**: You can create and control a second fire elemental\\ **Special**: Your fire elementals permanently gain +1d6 damage. This talent does not increase the maximum number of elementals you can bind simultaneously\\ **Talent Point Improvements**:\\ □□□ Increase the bonus damage of your fire elementals' attacks to 2d6\\ \\ ---- ===== Earth talents ===== \\ a colossal earthen elemental ==== Bind earth ==== **Action**: Full\\ **Requires**: [[Petramancer]] Level 1, [[abilities#Intelligence]] score of 3\\ **Description**: You bind a portion of your consciousness to earth, creating an elemental directly under your control\\ **Range**: 5 feet\\ **Speed**: Instant\\ **Effect**: Using a portion of your ki, you create a medium sized elemental of earth\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * When you create an earth elemental, for each 20 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) * As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round * Talent improvements that change the base elemental stat block do not stack with other sources * With this talent, you may bind one earth elemental * You can never bind more than two elementals at one time **Talent Point Improvements**:\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □□ Extend the range of your elemental's attacks to 10 feet\\ □ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ 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]])\\ \\ ---- a segmented stone wall ==== Chemise ==== **Action**: Move\\ **Requires**: [[Animancer#Bind Earth]]\\ **Description**: Your earth elemental creates a slab of earth to provide shelter against projectiles and attacks\\ **Range**: 5 feet\\ **Effect**: Your elemental creates a slab of earth up to 10 feet wide, 10 feet tall, and 2 feet thick (4 blocks total)\\ **Element**: 1/2 [[units|unit]] of earth\\ **Cooldown**: 12 rounds\\ **Special**: The slab is permanent and has hit points equal to the elemental's damage formula\\ **Talent Point Improvements**:\\ □ Reduce the required action to Swift\\ □ Extend the range by 5 feet. Maximum range is 15 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a forest egg surrounded by a flowing earth cave ==== Churning earth ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Earth]], [[abilities#Intelligence]] score of 4\\ **Description**: You improve your mastery when controlling earth elementals\\ **Effect**: You can create and control a second earth elemental\\ **Special**: Your earth elementals permanently gain 3d6 hit points. This talent does not increase the maximum number of elementals you can bind simultaneously\\ **Talent Point Improvements**:\\ □□□ Increase the bonus hit points of your earth elementals to 6d6\\ \\ ---- a solid stone elemental with bright orange stone arms ==== Heavy-handed ==== **Action**: Passive\\ **Requires**: [[Animancer#Bind Earth]]\\ **Description**: Your earth elementals hit like trucks\\ **Effect**: Every earth elemental attack knocks the target back 5 feet, even if the attack is unsuccessful\\ **Talent Point Improvements**:\\ □□□ Increase knockback by 5 feet. Maximum knockback is 15 feet\\ \\ ---- an earth elemental exploding in fire and lava ==== Shatter ==== **Action**: Swift\\ **Requires**: [[Animancer#Heavy-Handed]]\\ **Description**: You cause one or more of your earth elementals to explode in a flurry of flying rock\\ **Speed**: Instant\\ **Effect**: Your earth elemental makes an attack that effects all creatures within 10 feet\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. Minimum blast range is 10 feet. The explosion destroys the elemental\\ **Talent Point Improvements**:\\ □□□ Extend the maximum range of the explosion to 15 feet\\ □□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- an earth elemental encased in hundreds of jade colored stones ==== Stone skin ==== **Action**: Passive\\ **Requires**: [[Animancer#Chemise]]\\ **Description**: You augment your earth elemental's natural toughness\\ **Effect**: Your earth elementals gain Int x 2 + 6d6 additional hit points\\ **Talent Point Improvements**:\\ □□ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6\\ \\ ---- a menacing bust of an earth elemental with gorilla vibes ==== Unit ==== **Action**: Swift\\ **Requires**: [[Animancer#Churning Earth]], [[abilities#Intelligence]] score of 5\\ **Description**: You cause your earth elemental's to grow larger, allowing them to provide cover\\ **Effect**: Your earth elemental becomes [[sizes|large]] and provides [[combat#cover]] for one round\\ **Cooldown**: 12 rounds\\ **Special**: Affects one earth elemental\\ **Talent Point Improvements**:\\ □□ Extend the duration by one segment. Maximum duration is 6 segments\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- ===== Water talents ===== \\ a water elemental rises out of a pool ==== Bind water ==== **Action**: Full\\ **Requires**: [[Hydromancer]] Level 1, [[abilities#Intelligence]] score of 3\\ **Description**: You bind a portion of your consciousness to water, creating an elemental directly under your control\\ **Range**: 5 feet\\ **Speed**: Instant\\ **Effect**: Using a portion of your ki, you create a medium sized water elemental\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * When you create a water elemental, for each 25 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) * Water elementals can manipulate their shape to pass through tight spaces no less than 2 inches wide, but do so at half their normal speed * As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round * Talent improvements that change the base elemental stat block do not stack with other sources * With this talent, you may bind one water elemental * You can never bind more than two elementals at one time **Talent Point Improvements**:\\ □ Extend the range by 5 feet (binding). Maximum range is 30 feet\\ □□ Extend the range of your elemental's attacks to 10 feet\\ □ Increase the speed of your elemental's attacks by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ 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]])\\ \\ ---- an ice elemental rises out of the snow ==== Bubbling waters ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Water]], [[abilities#Intelligence]] score of 4\\ **Description**: You improve your mastery when controlling water elementals\\ **Effect**: You can create and control a second water elemental\\ **Special**: This talent does not increase the maximum number of elementals you can bind simultaneously. When creating a water elemental, you may choose between one of the following benefits: * +5 movement speed * +1d6 damage * +3d6 hit points **Talent Point Improvements**:\\ □□□ Increase the range of your water elementals' attacks by 5 feet. Maximum increase is 5 feet\\ \\ ---- a blooming cone of crystal ice shoots up out of a serene pool ==== Frost bloom ==== **Action**: Swift\\ **Requires**: [[Animancer#Twisting flow]]\\ **Description**: With a surge of ki energy, you cause your elemental to emit spikes of ice in all directions\\ **Speed**: 6H\\ **Effect**: Damage is dealt to all creatures within 5 feet of your water elemental, using your elemental's base attack\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □□□ Extend the range of the attack 5 feet. Maximum range is 15 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- three ice elementals frozen in place ==== Ice block ==== **Action**: Swift\\ **Requires**: [[Animancer#Bubbling waters]], [[abilities#Intelligence]] score of 5\\ **Description**: You direct one of your water elementals to engulf, and then freeze, your target\\ **Effect**: Your water elemental makes an attack that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and freezes the target in a block of ice, rendering them unable to move. If unsuccessful, the elemental stops short of moving into the target's hex\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a bio luminescent tree in a smoking beaker of blue liquid ==== Reconstitution ==== **Action**: Swift\\ **Requires**: [[Animancer#Recovery]]\\ **Description**: You focus your mind on reestablishing the binding between yourself and your elementals, causing them to recover from inflicted damage\\ **Speed**: Instant\\ **Effect**: All of your water elementals receive healing\\ **Healing**: Int x 2 + 6d6\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- an underwater elemental surrounded by healing light and teal smoke ==== Recovery ==== **Action**: Swift\\ **Requires**: [[Animancer#Bind Water]]\\ **Description**: Allies can touch your water elementals to receive healing\\ **Speed**: Instant\\ **Effect**: As a free action on their turn, a creature may touch one of your water elementals. This costs you a Swift action, and the creature receives healing\\ **Healing**: Int x 2 + 6d6\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a water elemental leaps forward ==== Twisting flow ==== **Action**: Swift\\ **Requires**: [[Animancer#Bind Water]]\\ **Description**: You temporarily focus on boosting your elementals' speed, causing them to twist and dart, giving them advantage when performing maneuvers\\ **Speed**: Instant\\ **Effect**: For the remainder of the round, you elementals gain [[combat#advantage]] when performing a maneuver\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □□ Extend the duration of the bonus by 1 segment. Maximum duration is 2 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- ===== Clay talents ===== \\ a top heavy monster of clay and earth ==== Clay golem ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Water]], [[animancer#Bind Earth]], [[abilities#Intelligence]] score of 4\\ **Description**: You can create a fusion of elementals, a golem that is both earth and water\\ **Effect**: You gain the ability to summon a clay golem, in place of an earth or water elemental\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * When you create a clay golem, for each 20 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) * Clay golems have all the qualities and abilities of your earth elementals and your water elementals * You may mix and match base stats from your water and earth elemental's stat blocks * You can never bind more than two elementals at one time, including golems \\ ---- a mud golem rises out of a swamp of mud ==== Deconstitution ==== **Action**: Move\\ **Requires**: [[animancer#Clay Golem]]\\ **Description**: Your golem temporarily turns into a puddle of mud, evading attacks\\ **Effect**: Your clay golem splashes into a puddle of mud for one segment, automatically dodging all targeted attacks\\ **Cooldown**: 12 rounds\\ **Special**: Does not protect from aoe effects such as [[pyromancer#Sphere]]. Reconstituting takes 1 segment in which the golem can take no other actions\\ **Talent Point Improvements**:\\ □□ Extend the duration by 1 segment. Maximum duration is 2 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a mud creature enveloping another creature ==== Mud bath ==== **Action**: Swift\\ **Requires**: [[animancer#Clay Golem]], [[animancer#Recovery]]\\ **Description**: Your golem engulfs a creature, healing and protecting them for 2 segments\\ **Effect**: Your golem moves up to 10 feet and engulfs a willing creature, healing them\\ **Cooldown**: 12 rounds\\ **Special**: Attacks that hit the golem deal half of their damage to the golem and half to the engulfed creature. Uses the healing formula of [[animancer#Recovery]] (once)\\ **Talent Point Improvements**:\\ □□ Extend the duration by 1 segment. Maximum duration is 2 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- ===== Cloud talents ===== \\ a swirling cloud of purple and blue above sunset clouds ==== Cloud spirit ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Air]], [[animancer#Bind Water]], [[abilities#Intelligence]] score of 4\\ **Description**: You can create a fusion of elementals, a spirit that is both air and water\\ **Effect**: You gain the ability to summon a cloud spirit, in place of an air or water elemental\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * When you create a cloud spirit, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points) * Storm spirits have all the qualities and abilities of your air elementals and your water elementals * You may mix and match base stats from your air and water elemental's stat blocks * You can never bind more than two elementals at one time, including spirits \\ ---- a twisting teal dragon of clouds ==== Sky dragon ==== **Action**: Move\\ **Requires**: [[animancer#Cloud Spirit]]\\ **Description**: Your cloud spirit twists around a target creature, moving them up to 20 feet\\ **Effect**: Your cloud spirit moves up to 10 feet and engulfs a willing creature, moving them 20 feet\\ **Cooldown**: 12 rounds\\ **Special**: You may only move Medium sized creatures or smaller. This ability cannot be resisted, but can be blocked by a large enough physical obstacle\\ **Talent Point Improvements**:\\ □□□ Extend the distance you may move a creature by 5 feet. Maximum is 40 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- rain falls on a reflecting path, hedged by rose bushes ==== Healing rain ==== **Action**: Swift\\ **Requires**: [[animancer#Cloud Spirit]]\\ **Description**: Your cloud spirit rains down healing water, healing creatures below\\ **Effect**: Your cloud spirit moves upward up to 15 feet, and spreading out and raining healing waters on all creatures below\\ **Cooldown**: 12 rounds\\ **Healing**: Int x 2 + 6d6\\ **Cooldown**: 12 rounds\\ **Special**: Healing rains down over a circular area with radius of 5 feet\\ **Talent Point Improvements**:\\ □□□ Expand the radius of the bloom to 10 feet\\ □□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- ===== Lava talents ===== \\ a colossal lava golem ruses out of a smoking lava field ==== Lava golem ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Fire]], [[animancer#Bind Earth]], [[abilities#Intelligence]] score of 4\\ **Description**: You can create a fusion of elementals, a golem that is both fire and earth\\ **Effect**: You gain the ability to summon a lava golem, in place of a fire or earth elemental\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * When you create a lava golem, for each 20 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) * Lava golems have all the qualities and abilities of your fire elementals and your earth elementals * You may mix and match base stats from your fire and earth elemental's stat blocks * You can never bind more than two elementals at one time, including golems \\ ---- an explosion of smoke, gas, and flame ==== Flash point ==== **Action**: Swift\\ **Requires**: [[Animancer#Lava Golem]]\\ **Description**: You direct your lava golem to emit volcanic gases, igniting them in a fiery blaze\\ **Effect**: Your elemental emits two cones of gases, igniting them in the following segment\\ **Cooldown**: 12 rounds\\ **Special**: The cone is 60° and extends 15 feet. This attack uses the elemental's normal attack stats for damage. It is impossible to defend against this attack if you are in the area of effect. The cones may overlap such that each target may be hit by up to two cones\\ **Talent Point Improvements**:\\ □□□ Increase the number of gaseous cones by 1. Maximum number cones is 4\\ □□ Extend the range of the cones to 20 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a closed lava golem fist ==== Molten grip ==== **Action**: Move\\ **Requires**: [[Animancer#Lava Golem]]\\ **Description**: You direct one of your lava golems to grasp a target, holding them in place and dealing damage\\ **Effect**: Your lava golem moves up to 10 feet and attacks your target. If successful, the elemental grabs hold of the target, holding it in place for 2 segments and dealing damage. If unsuccessful, the elemental stops short of moving into the target's hex\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats for hit and damage. This attack only deals damage once\\ **Talent Point Improvements**:\\ □□ Extend the duration by 1 segment. Maximum duration is 4 segments\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- ===== Storm talents ===== \\ a smoking spirit of fire and air ==== Storm spirit ==== **Action**: Passive\\ **Requires**: [[animancer#Bind Air]], [[animancer#Bind Fire]], [[abilities#Intelligence]] score of 4\\ **Description**: You can create a fusion of elementals, a spirit that is both air and fire\\ **Effect**: You gain the ability to summon a storm spirit, in place of an air or fire elemental\\ **Cooldown**: 12 rounds, once a day\\ **Special**: * When you create a storm spirit, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points) * Storm spirits have all the qualities and abilities of your air elementals and your fire elementals * You may mix and match base stats from your air and fire elemental's stat blocks * You can never bind more than two elementals at one time, including spirits \\ ---- a spirit releases a cloud shaped lightning bolt ==== Discharge ==== **Action**: Swift\\ **Requires**: [[Animancer#Storm Spirit]]\\ **Description**: You direct one of your cloud spirits to emit an impressive electrical discharge\\ **Effect**: Your storm spirit attacks with lightning in a bolt, cone, or spherical pattern\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats for damage and hit, with a 6d6 bonus to hit and damage * Line Attack: 5ft wide, 30 feet long * Cone Attack: 60° cone, 20 feet range * Sphere Attack: Up to 2 bolts strike targets within 10 feet **Talent Point Improvements**:\\ □□ Extend the range of the line attack by 5 feet. Maximum range is 60 feet\\ □□□ Extend the angle of the cone to 120°\\ □□ Extend the range of the cone attack by 5 feet. Maximum range is 30 feet\\ □□□ Extend the range of the sphere attack by 5 feet. Maximum range is 20 feet\\ □□ Increase the number of bolts of the sphere attack by 1. Maximum number of bolts is 5\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a massive cloud spirit on the verge of releasing a great thunder and lighting ==== Thunder ==== **Action**: Swift\\ **Requires**: [[Animancer#Storm Spirit]]\\ **Description**: You direct one of your cloud spirits to emit a booming of thunder\\ **Effect**: Your cloud spirit emits a thunderous shockwave that pushes creatures within 10 feet back 10 feet. It also damages creatures within 20 feet, and gives them the [[conditions#deafened]] condition for 1 round\\ **Cooldown**: 12 rounds\\ **Special**: This attack uses the elemental's normal attack stats for damage and hit. Only abilities that completely block sound waves may defend against this attack\\ **Talent Point Improvements**:\\ □□ Extend the range of the pushback to 15 feet\\ □□ Extend the duration of the deafen by 1 segment. Maximum duration is 3 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- ===== General talents ===== \\ a monk meditates by a serene pool of water fed by a soothing waterfall ==== Soul siphon ==== **Action**: Passive\\ **Requires**: [[abilities#Intelligence]] score of 3\\ **Description**: Your clarity of mind augments the creation of elementals\\ **Effect**: Your created elementals gain an additional 6d6 hit points. Summoning elementals is reduced from a Full action to a Standard action\\ **Special**: You may summon any two elementals at the same time at no additional cost\\ **Talent Point Improvements**:\\ □□□ □□□ Reduce the summoning cost to a Move action\\ □ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6\\ \\ ---- an elemental stands waist dep in a pool, bathed in healing energy ==== Spirit bond ==== **Action**: Passive\\ **Requires**: [[abilities#Intelligence]] score of 5\\ **Description**: Your mental acuity and training allow you to easily control your elementals\\ **Effect**: Reduce the action required to direct an elemental's basic actions to a Swift action, and you may direct both your elemental's basic actions with the same Swift action\\ **Normal**: Directing an elemental's actions requires a Move action\\ **Special**: This talent does not allow you to control both elementals with a talent\\ \\ ---- a wave of red energy converges on a single point, explosing into an upward jet of flames ==== Surge ==== **Action**: Swift\\ **Requires**: [[abilities#Intelligence]] score of 3\\ **Description**: You focus your mental energy on your bindings, giving your elementals a burst of speed\\ **Effect**: You cause all elementals under your control to take the Dash action\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- two identical air elementals mirror one another ==== Symmetry ==== **Action**: Passive\\ **Requires**: [[abilities#Intelligence]] score of 6\\ **Description**: Splitting your focus, you are able to direct both elementals at the same time\\ **Effect**: Talents that apply to a single elemental may be applied to both elementals\\