====== Water adept ====== Kolraka 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. These abilities include offense, defense, combat utility, and healing. Water Adept's abilities can either build on the base Hydromancer abilities, or they can complement them, filling in the gaps Water Adepts must cultivate a strong and adaptable spirit, focusing on fluidity without losing discipline. This delicate balance unlocks the latent potential of water. Like the tide, a Water Adept moves in cycles, in and out. Finding this balance is very similar to the challenge facing Air Adepts, which often causes a bond of understanding between adherents of the two paths. Air Adepts tend to err on the side of discipline, while Water Adepts focus on adaptability \\ **Water 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:water_adept_talents.png?nolink |Water Adept class talent tree}}\\ [[Water Adept#Block|jump to Block @ 598, 292, 671, 365]] [[Water Adept#Buckler|jump to Buckler @ 487, 292, 560, 365]] [[Water Adept#Frostflower|jump to Frostflower @ 311, 121, 384, 194]] [[Water Adept#Ice Spear|jump to Ice Spear @ 311, 11, 384, 84]] [[Water Adept#Leviathan|jump to Leviathan @ 438, 415, 511, 488]] [[Water Adept#Pillars|jump to Pillars @ 186, 415, 259, 488]] [[Water Adept#Rejuvenation|jump to Rejuvenation @ 311, 578, 384, 651]] [[Water Adept#Restoration|jump to Restoration @ 311, 469, 384, 542]] [[Water Adept#Sweeping Cut|jump to Sweeping Cut @ 26, 291, 99, 364]] [[Water Adept#Unbridled Current|jump to Unbridled Current @ 436, 172, 509, 245]] [[Water Adept#Vapor Shroud|jump to Vapor Shroud @ 186, 170, 259, 243]] [[Water Adept#Water Blade|jump to Water Blade @ 136, 292, 209, 365]] {{ creature encased in ice ==== Block ==== **Action**: Full\\ **Requires**: [[water adept#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 [[units|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#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\\ \\ ---- shield of ice ==== 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\\ \\ ---- a spikey flower of ice ==== 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 [[units|unit]] of water total\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: Strength x 2 + 6d6 [[damage#damage types|[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 [[the_grid#radius, sphere, cylinder|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#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 giganantic, sharp shard of ice ==== Ice spear ==== **Action**: Standard\\ **Requires**: [[water adept#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 [[units|unit]] of water\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defensive Bonus + Dex + 6d6//\\ **Damage**: Strength x 3 + 8d6 [[damage#damage types|[Piercing]]]\\ **Cooldown**: 12 rounds\\ **Special**: A successful hit applies the [[conditions#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#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\\ \\ ---- dragon serpent made of ice rearing its head ==== 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 [[conditions#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 [[abilities#Intelligence]] score instead. If the attack is successful, it deals damage and the target is [[conditions#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#Advent Classes|dice bonus]] of the offensive 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\\ \\ ---- multiple towering pillars of ice ==== 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 [[combat#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\\ \\ ---- a swirling pool of soothing mists, in the shape of a cinnamon roll ==== Rejuvenation ==== **Action**: Standard\\ **Requires**: [[water adept#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 [[conditions#Disoriented]], [[conditions#Delirious]], [[conditions#Staggered]], or [[conditions#Stunned]] condition, it is removed at the beginning of the following segment. Once per day, this ability can be used to cure [[conditions#Exhausted|Exhaustion]]\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the speed by 1H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ 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\\ \\ ---- three icy orbs of water rest on a dark, misty pool of water ==== 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 [[conditions#Blinded]], [[conditions#Deafened]], or [[conditions#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#Advent Classes|dice bonus]] of the offensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ 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 silhouette leaps into the air, kicking up a splash of water ==== Sweeping cut ==== **Action**: Standard\\ **Requires**: [[water adept#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 [[combat#movement speed|Dash]] speed\\ **Speed**: Your [[combat#movement speed|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 [[conditions#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#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 hydromancer gracefully surfing a spiraling current of water ==== 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 [[combat#movement speed|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\\ \\ ---- a dark figure shrouded in mist ==== 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 [[combat#concealment]] as with [[hydromancer#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\\ \\ ---- a swirling wave of water that appears solid to the touch ==== 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#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\\