====== Fire adept ====== Dreki Fire Adept === [advent class] === \\ //Rules governing [[Advent Classes]]//\\ Fire Adepts are master Pyromancers that further dedicate themselves to the element of fire, learning advanced techniques that extend a pyromancer's command over fire. Adepts are well known for their prowess with the elements and Fire Adepts consider themselves to be the most powerful masters among the four elements The abilities of the Fire Adept are flamboyant, expansive, and visually dramatic. A cunning Fire Adept will use these abilities to dominate not just the physical battlefield, but also the mental, letting their awesome power strike fear into the hearts of their enemies While the majority of the Fire Adept's abilities focus on normal fire, a portion are dedicated purely to the [[pyromancer#Path of Peace]]. Though they are peaceful in focus, they are no less striking, adding a new dimension to the pacificist pyromancer \\ **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| \\ ===== Talent tree ===== {{map>:wiki:fire_adept_talents.png?nolink |Fire Adept class talent tree}} [[Fire Adept#Ashes|jump to Ashes @ 307, 130, 382, 205]] [[Fire Adept#Astral Field|jump to Astral Field @ 307, 598, 382, 673]] [[Fire Adept#Balance|jump to Balance @ 15, 304, 90, 379]] [[Fire Adept#Boost|jump to Boost @ 128, 304, 203, 379]] [[Fire Adept#Dancing Flames|jump to Dancing Flames @ 487, 305, 562, 380]] [[Fire Adept#Dragon's Twist|jump to Dragon's Twist @ 601, 305, 676, 380]] [[Fire Adept#Fireflies|jump to Fireflies @ 179, 431, 254, 506]] [[Fire Adept#Firestorm|jump to Firestorm @ 307, 16, 382, 91]] [[Fire Adept#Phoenix|jump to Phoenix @ 99, 511, 174, 586]] [[Fire Adept#Photosynthesis|jump to Photosynthesis @ 307, 486, 382, 561]] [[Fire Adept#Purify|jump to Purify @ 438, 431, 513, 506]] [[Fire Adept#Ring of Flames|jump to Ring of Flames @ 179, 180, 254, 255]] [[Fire Adept#Searing Hands|jump to Searing Hands @ 519, 100, 594, 175]] [[Fire Adept#Wreathing Fire|jump to Wreathing Fire @ 436, 182, 511, 257]] {{ a burned out ruins, still aflame ==== Ashes ==== **Action**: Passive\\ **Requires**: Level 12 Pyromancer\\ **Description**: Your study of fire lends you expertise when inspecting damage caused by fire\\ **Range**: Self\\ **Effect**: [[combat#Advantage]] on skill checks made regarding fire\\ **Special**: When making skill checks that are related to fire, the damage that fire causes and its aftermath, you gain advantage. Applies to [[Wilderness Survival]], [[Investigation]], [[Medicine]], or [[Recall Knowledge]] checks. Example: You investigate a battleground in which fire was used for evidence determining how long ago the battle took place\\ \\ ---- a field of stars spreading out from a galactic core ==== Astral field ==== **Action**: Full\\ **Requires**: [[fire adept#Photosynthesis]], [[pyromancer#Path of Peace]]\\ **Description**: Small orbs wink into existence in a dazzling array, resembling a beautiful swirling galaxy. The space between the orbs seems to darken\\ **Range**: 20 feet\\ **Speed**: N/A\\ **Effect**: After 2 segments, allies within the range are healed\\ **Healing**: //Resolve x 4 + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: The orbs wink into existence over two segments. In the third segment, creatures within the range recieve healing. This healing cannot be disrupted by enemy interference. In order to execute this move, you must be charged with energy via [[fire adept#Photosynthesis]]\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|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 pyromancer flys hovers, emitting a column of flames and smoke ==== Balance ==== **Action**: Passive\\ **Requires**: [[fire adept#Boost]], [[pyromancer#Jet]]\\ **Description**: You master the movements neccessary to hover in place with your jets\\ **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\\ \\ ---- an explosion of fire leaves a wake of smoke waves ==== Boost ==== **Action**: Move\\ **Requires**: Level 12 Pyromancer\\ **Description**: Using quick burst of fire, you give yourself a movement boost\\ **Range**: Self\\ **Speed**: Your [[combat#movement speed|Dash]] speed\\ **Effect**: You move at 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\\ \\ ---- a genie of fire rises up ==== Dancing flames ==== **Action**: Standard\\ **Requires**: Level 12 Pyromancer\\ **Description**: You cause a swirling and dazzling, hypnotic array of flames to disorient your enemies\\ **Range**: 15 feet\\ **Speed**: 4H\\ **Effect**: Target area in a 60° cone\\ **Cooldown**: 12 rounds\\ **Special**: Creatures within the target area must make an //**Intelligence vs Resolve** [[abilities#ability check|Ability Check]]// or they are [[conditions#Disoriented]] for 2 rounds\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 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\\ \\ ---- a tornado of fire swirls up into the sky ==== Dragon's twist ==== **Action**: Full\\ **Requires**: [[fire adept#Dancing Flames]]\\ **Description**: You create a vortex of flames, enveloping your target and raising them off the ground\\ **Range**: 15 feet\\ **Speed**: 4H\\ **Effect**: Create a swirling vortex of fire around target creature for two rounds\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Res + 6d6//\\ **Damage**: Strength x 2 + 6d6 [[damage#damage types|[Burning]]]\\ **Cooldown**: 12 rounds\\ **Special**: This move can be used to defensively block incoming attacks, persisting into a second round. Pick a target hex within the range. The vortex can block attacks that pass through it's hex. Once it fails to defend against an attack, it is dissapated\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formula 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\\ \\ ---- a swarm of yellow fireflies ==== Fireflies ==== **Action**: Full\\ **Requires**: Level 12 Pyromancer, [[pyromancer#Path of Peace]]\\ **Description**: You create a flowing swarm of tiny orbs of lights that resemble fireflies. The flow moves from ally to ally, healing them\\ **Range**: 15 feet\\ **Speed**: 8H\\ **Effect**: Target creature, jumping to a second target\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Healing**: Resolve x 2 + 6d6\\ **Cooldown**: 12 rounds\\ **Special**: The fireflies jump to a second target of your choosing that is within 20 feet of the first target. The first target must be within the range; secondary targets may be outside the range\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □□□ Increase the number of jumps to two\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|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\\ \\ ---- columns of fire snake down an orange sky ==== Firestorm ==== **Action**: Full\\ **Requires**: [[fire adept#Ashes]]\\ **Description**: You cause fireballs to rain down on your enemies\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Three [[the_grid#Radius, sphere, cylinder|blooms]] at target hexes\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: Strength x 3 + 6d6 [[damage#damage types|[Burning]]]\\ **Cooldown**: 12 rounds\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formula 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\\ \\ ---- a nebula of fire in the shape of a twisting bird ==== Phoenix ==== **Action**: Full\\ **Requires**: [[fire adept#Fireflies]]\\ **Description**: You surround the target in a swirl of light orbs that grow in brightness, healing the target\\ **Range**: 15 feet\\ **Speed**: Instant\\ **Effect**: Orbs envelop target creature\\ **Healing**: Resolve x 4 + 12d6\\ **Cooldown**: 12 rounds\\ **Special**: This healing cannot be disrupted by enemy interference. The orbs grow in number and brightness in the first segment. In the second segment, the target must close their eyes or become [[conditions#Blinded]] for 2 rounds. In the third segment, the target is healed on your initiative count, after which the light is dispelled and the target may open their eyes without being blinded\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □□□□□ □□□□□ 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 shimmering leaf burns with energy ==== Photosynthesis ==== **Action**: Passive\\ **Requires**: Level 12 Pyromancer, [[pyromancer#Path of Peace]]\\ **Description**: Your connection to the light allows you to absorb energy as it hits your skin\\ **Range**: Self\\ **Effect**: Your dietary needs are reduced, you gain energy for use with [[fire adept#Astral Field]]\\ **Charging**: You can gain energy for [[fire adept#Astral Field]] as follows\\ * Within a star system, from a star's direct light, 2 hours * In interstellar space, from the distant starlight, 12 hours **Special**: After taking this talent, you gain sustenance from light. Your dietary needs are reduced to a single meal, provided you spend several hours in starlight. You do not gain all the vitamins and minerals you need from the process, and must get it from food, though your requirements are drastically reduced. You can go 30 days without normal food before malnutrition from these missing elements starts to cause any significant problems. Removing substantial amounts of clothing can double the charging rate\\ **Talent Point Improvements**:\\ □ Reduce the amount of time required to charge by 10 minutes within a star system and 1 hour without. Minimum charge times are 1 hour and 6 hours, respectively\\ \\ ---- a powerful jet of fire extends from a shadowy claw ==== Purify ==== **Action**: Full\\ **Requires**: Level 12 Pyromancer\\ **Description**: You learn to concentrate, condensing and intensifying your fire into a searing jet that melts and cuts its way through matter\\ **Range**: 5 feet\\ **Speed**: Immediate\\ **Effect**: Target object or hex\\ **Damage**: Strength x 3 + 12d6 [[damage#damage types|[Burning]]]\\ **Cooldown**: 12 rounds\\ **Special**: Due to the concentration necessary, this ability cannot be used on moving targets. The jet is about 18 inches in length, extending from your open palm. This ability is still effective in dealing damage if you have the [[pyromancer#Path of Peace]] talent\\ **Talent Point Improvements**:\\ □□□□□ □□□□□ 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 geometric compass of fire traces out a circle of fire ==== Ring of flames ==== **Action**: Full\\ **Requires**: Level 12 Pyromancer\\ **Description**: You create a swirling ring of flames that encircles you in fire\\ **Range**: 15 feet\\ **Speed**: 8H\\ **Effect**: A ring of flames with a radius of up to 15 feet, centered on the player, with flames 1 hex wide\\ **Offensive**: //Attack Bonus + Int + 6d6//\\ **Defensive**: //Defense Bonus + Int + 6d6//\\ **Damage**: Strength x 2 + 6d6 [[damage#damage types|[Burning]]]\\ **Cooldown**: 12 rounds\\ **Special**: Pick a hex at the desired range. The flames start at this location, moving clockwise or counter-clockwise in a circle, at the speed. If you move, the ring of flames moves with you\\ **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. Maximum speed is 18H\\ □□□□□ □□□□□ 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\\ \\ ---- a monk with a halo of fire and burning hands ==== Searing hands ==== **Action**: Swift\\ **Requires**: [[fire adept#Wreathing Fire]]\\ **Description**: As you perform a maneuver which involves hand contact, you wreathe your hands in flame, searing your opponent\\ **Range**: 5 feet\\ **Effect**: Target creature affected by your maneuver\\ **Cooldown**: 6 rounds\\ **Special**: On a successful maneuver against an adjacent target, when spending a maneuver point to deal damage, you may deal an additional 1d6 [[damage#damage types|[Burning]]] damage\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a warrior surrounded by a column of fire that twists into the night sky ==== Wreathing fire ==== **Action**: Swift\\ **Requires**: Level 12 Pyromancer\\ **Description**: You wreathe your body in flames as a defensive mechanism\\ **Range**: Self\\ **Effect**: You are engulfed in flames for 2 segments\\ **Damage**: Strength x 2 + 4d6 [[damage#damage types|[Burning]]]\\ **Cooldown**: 12 rounds\\ **Special**: If another creature touches you, they take damage according to the damage formula. [[martial#martial attack - Unarmed strike|Unarmed strikes]], and grapple [[combat maneuvers#grapple|maneuvers]] are examples of attacks that require physical contact. Other maneuvers, such as trip, may require physical contact, at GM discretion\\ **Talent Point Improvements**:\\ □ Extend the duration by 1 segment. Maximum duration is 4 segments\\ □□□□□ □□□□□ 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\\