====== Cleromancer ====== === [advent class] === Ulfar Cleromancer \\ //Rules governing [[Advent Classes]]//\\ Cleromancers use dice, gems, bone, yarrow, stones, shells, teeth and other tokens to determine their way forward in a chaotic galaxy. Binding their ki to their tokens and opening the Lotus chakra wide, they let their tokens free, casting them into the swirling chaos of the galaxy. Where others see chance, a Cleromancer sees order, letting their actions be guided by the grain of the galaxy. Their tokens select one of their ancient verses and they interpret and apply the verse to the situation at hand, determining the course of action that best follows the galactic currents. By following this flow of energy, the Cleromancer avoids spending unecessary energy on struggling against nature Cleromancers can be nomads drifting among the stars, advisers to great leaders, or seekers looking to uncover the grand mysteries held in the corners of the galaxy Art by [[credits|John Latta]]\\ \\ **Cleromancer 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:cleromancer_talents.png?nolink |Cleromancer class talent tree}} [[Cleromancer#Aiki|jump to Aiki @ 309, 140, 379, 210]] [[Cleromancer#Boon of Action|jump to Boon of Action @ 184, 189, 254, 259]] [[Cleromancer#Boon of Reaction|jump to Boon of Reaction @ 434, 191, 504, 261]] [[Cleromancer#Cloak of Fate|jump to Cloak of Fate @ 309, 30, 379, 100]] [[Cleromancer#Divination|jump to Divination @ 135, 310, 205, 380]] [[Cleromancer#Effortless Action|jump to Effortless Action @ 484, 311, 554, 381]] [[Cleromancer#Folding Ki|jump to Folding Ki @ 436, 434, 506, 504]] [[Cleromancer#Foresight|jump to Foresight @ 309, 488, 379, 558]] [[Cleromancer#Golden Augury|jump to Golden Augury @ 24, 310, 94, 380]] [[Cleromancer#Kairos|jump to Kairos @ 309, 597, 379, 667]] [[Cleromancer#Open Mind|jump to Open Mind @ 184, 434, 254, 504]] [[Cleromancer#Rally|jump to Rally @ 596, 311, 666, 381]] {{ three artists practice in a dojo ==== Aiki ==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You train in the way of Aiki, a defensive martial discipline that focuses on mirroring and redirecting an enemies attack\\ **Range**: 10 feet\\ **Speed**: 6H\\ **Effect**: Defense against target attack\\ **Defensive**: 6d6\\ **Damage**: Strength x 3 + 8d6 [[damage#damage types|[Bludgeoning]]]\\ **Cooldown**: 6 rounds\\ **Special**: The attacker must be within the range to use this defensive action. The attacker rolls only the dice portion of their offensive formula, dropping all other bonuses. For each successful die, the defender must match the die face in order to successfully defend against the attack. A match can be made by rolling the same face, or by rolling the opposite face (1|6, 2|5, 3|4). If the attacker rolls no successful hits, the defender wins. When the defender successfully defends against the attack, apply the damage formula to the attacker\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the defensive formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a hyper realistic monk jumps toward the camera, out of a swirling smoke ==== Boon of action ==== **Action**: Swift\\ **Requires**: No requirements\\ **Description**: The Cleromancer casts a quick lot to determine where and when to strike\\ **Range**: 30 feet\\ **Speed**: Instant\\ **Effect**: Target creature within range may re-roll a formula on an attack, and keep the better result\\ **Cooldown**: 12 rounds\\ **Special**: * When using this ability, cast your [[Cleromancer#casting lots|lot]]. The result determines the classes you may grant the bonus to. You may grant yourself the bonus, if the lot allows * You may use this ability on someone else's turn * When //Boon of Action// is granted, unused boons expire **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a monk hides within a swirling smoke ==== Boon of reaction ==== **Action**: Swift\\ **Requires**: No requirements\\ **Description**: The Cleromancer casts a quick lot to determine the correct defense against an attacker\\ **Range**: 30 feet\\ **Speed**: Instant\\ **Effect**: Target creature within the range gains a +1 bonus to their next defensive action\\ **Cooldown**: 12 rounds\\ **Special**: * When using this ability, cast your [[Cleromancer#casting lots|lot]]. The result determines the classes you may grant the bonus to. You may grant yourself the bonus, if the lot allows * You may use this ability on someone else's turn * When //Boon of Reaction// is granted, unused boons expire **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□□ Increase the bonus to +2\\ \\ ---- a warrior shrouds themselves in a cloak of earthen smoke ==== Cloak of fate ==== **Action**: Swift\\ **Requires**: [[cleromancer#Aiki]]\\ **Description**: You place your fate in the hands of the universe\\ **Range**: Self\\ **Speed**: Instant\\ **Effect**: Attacks against you have a 2/6 chance to miss you for one segment\\ **Cooldown**: 12 rounds\\ **Special**: Roll 1d6. If the die comes up 1 or 2, the attack misses you\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □ Increase the miss chance by 1/6. Maximum miss chance is 5/6\\ □ Extend the duration by 1 segment. Maximum duration is 4 segments\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a cleromancer sits at the base of living mountain, receiving enlightenment ==== Divination ==== **Action**: Full\\ **Requires**: No requirements\\ **Description**: The Cleromancer can seek deeper guidance from the universe, to determine their true path. Throwing a question out to the universe, they bind their ki to their tokens and cast their lots. The resulting hexagram's verse guides the Cleromancer, but it is open to interpretation\\ **Effect**: Bonus dice when pursuing actions related to the augury\\ **Cooldown**: Once per day\\ **Special**: The player poses a question about the right course of action, and then [[cleromancer#casting lots|casts their lot]]. The lot generates a hexagram and the associated verse is read aloud. Once in the same day, when performing an action that fits the Cleromancer's interpretation of their hexagram, the player gains a 1d6 bonus on the action. The bonus can apply to any action that requires dice. Use of this ability must be declared before the dice are rolled\\ **Talent Point Improvements**:\\ □□□ Increase the dice bonus by 1d6. Maximum bonus is 4d6\\ \\ ---- A monk meditates atop a mountain that is swirling and shifting like a river of light ==== Effortless action ==== **Action**: Passive\\ **Requires**: No requirements\\ **Description**: You feel the innate balance of the galaxy. Your actions follow the grain of the cosmos, instead of struggling against it\\ **Effect**: You gain penalties for repeated actions and bonuses for alternating actions\\ **Special**: * When you make an offensive action, you receive a stacking 2d6 bonus on your next defensive action * When you make a defensive action, you receive a stacking 2d6 bonus on your next offensive action * The bonus caps at 6d6. The bonus only applies to offensive or defensive formulas * When combat ends, unused bonuses expire \\ ---- a human steps into the light, dragging themself and the darkness with them into the light ==== Folding ki ==== **Action**: Passive\\ **Requires**: No requirements\\ **Description**: In the swirling eddies of the galactic ki pool, intelligent creatures are like ships in the ocean, leaving a wake in their path. Your Cleromancer training develops a sensitivity to these wakes, allowing you insight others lack\\ **Range**: 10 feet\\ **Effect**: You are able to detect the presence of living creatures within the range\\ **Special**: You can detect the presence and location of any living creature within the range. Additionally, you gain a 1d6 bonus to [[diplomacy#Sense Motive]] checks made to determine if a creature is lying about something happening by chance and [[Wilderness Survival]] checks made against intelligent creatures\\ **Talent Point Improvements**:\\ □□ Extend the range by 5 feet. Maximum range is 30 feet\\ □ Increase the bonus to Sense Motive and Wilderness Survival by 1d6. Maximum bonus is 6d6\\ \\ ---- an ethereal human sits in a poorly lit room, surrounded by a pool of light ==== Foresight ==== **Action**: Swift, Passive\\ **Requires**: No requirements\\ **Description**: Your dedication to mindfulness and intentional actions makes you quick to act\\ **Effect**: As a swift action, you increase your [[combat#Initiative]] by one rank\\ **Cooldown**: 6 rounds\\ **Special**: You also gain the ability to temporarily delay your initiative by one rank without losing your initiative rank. This is a free action. In the following segment, your initiative returns to normal\\ **Talent Point Improvements**:\\ □□□ □□□ Increase the initiative bonus to two ranks\\ □□□ Increase the number of rank's you can delay by one\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a radiant light shines from within the silhouette of a mountain statue ==== Golden augury ==== **Action**: Full\\ **Requires**: [[Cleromancer#Divination]], Cleromancer level 4\\ **Description**: Your mastery of Divination grants you keen insights when interpreting your hexagrams\\ **Effect**: You gain an additional trigram when using divination\\ **Cooldown**: Once per day\\ **Special**: When using [[cleromancer#Divination]], roll a d6 and set it aside. When you, your allies, or your enemies roll any other dice formula, you may replace one of the dice rolled with the die you set aside. The Cleromancer should use this ability in keeping with their interpretation of [[cleromancer#Divination]]. In order to use dice on an ally's roll, you must have read the day's divination aloud, but you do not need to be physically present. At the end of the day the die expires. If you gain multiple dice, they can be used separately or on the same roll\\ **Diamond Augury**: If you roll 3 of a kind when rolling Golden Augury, these dice become "wildcard" dice. You may change the face of a wildcard die when you spend it\\ **Talent Point Improvements**:\\ □□□ Increase the number of golden augury dice by one. Maximum is 6d6\\ \\ ---- many streams of orange blue and white light converge on a single point before spreading out again ==== Kairos ==== **Action**: Swift\\ **Requires**: [[Cleromancer#Foresight]], Cleromancer Level 4\\ **Description**: Immersed in the flow of the galaxy, you can catch the glimmer of opportunity when it arises, allowing you to take action when it matters the most\\ **Effect**: As a swift action, you make a Standard action\\ **Cooldown**: Once per day and once per round\\ **Special**: This action counts as a Swift action in the action economy\\ **Talent Point Improvements**:\\ □□□ □□□ Increase the uses per day to 2\\ \\ ---- a monk meditates on top of a shrine, inside a great cavern ==== Open mind ==== **Action**: Free\\ **Requires**: Cleromancer level 4\\ **Description**: You are experienced enough to know that the hexagrams always have another interpretation\\ **Effect**: You may reroll a [[cleromancer#casting lots|cast lot]]\\ **Cooldown**: Once per day\\ **Special**: By spending talent improvement points you may unlock //Critical Insight//. This allows you to spend one of your rerolls to reset the cooldown on [[Cleromancer#Boon of Action]] or [[Cleromancer#Boon of Reaction]]\\ **Talent Point Improvements**:\\ □□□ Increase the uses per day by 1. Maximum uses per day is 3\\ □□□ Unlock Critical Insight\\ \\ ---- a monk sweeps a wide circle of orange light in the sky with a broom ==== Rally ==== **Action**: Swift\\ **Requires**: [[Cleromancer#Effortless Action]]\\ **Description**: When attacked from all sides, you flow like water through the gaps of your enemies' attacks\\ **Range**: Self\\ **Effect**: When attacked by two separate attacks in the same segment, you may defend against both attacks with a single defensive action\\ **Cooldown**: 12 rounds\\ **Special**: You must use a talent that has a defensive formula. The cooldown only applies to \\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □□□ Increase the number of attacks you can defend with a single defensive action\\ □ Reduce the cooldown by 1 round\\ \\ \\ ===== Casting lots ===== Several Cleromancer abilities require the player to cast a lot. In the game world, the character will accomplish by throwing their tokens and determining the result. In combat or in a time sensitive moment, this is often achieved by throwing the tokens from one hand to the other and quickly observing the result, possibly even while performing another action The player must roll 2d6 in the real world to determine the result of the lot. Each die yields one of the trigrams from the table below ^ Die Face ^ Trigram ^ Name ^ Class ^ Action Type^ | 1 | ☲ |Water |Hydromancer | Yen | | 2 | ☰ |Nature|Desimancer, Any class | Strong Yin | | 3 | ☱ |Earth |Petromancer | Yin | | 4 | ☵ |Fire |Pyromancer | Yan | | 5 | ☷ |Self |Martial, Self| Strong Yan | | 6 | ☳ |Air |Aeromancer | Yen | When using a lot to generate a hexagram, roll two dice to generate two trigrams, and use the table below to determine the resulting hexagram \\ ===== Hexagrams ===== When casting lots, you generate two trigrams, which make a hexagram. This can be used to determine the classes to which the bonus applies, or it can be used to find the verse that the player needs to interpret. Below you can find the verses and information associated with each hexagram. Roll 2d6 to determine the resulting hexagram | ^ 1 Water ☲ ^ 2 Nature ☰ ^ 3 Earth ☱ ^ 4 Fire ☵ ^ 5 Self ☷ ^ 6 Air ☳ ^ ^ 6\\ Air\\ ☳ | \\ [[Cleromancer#8. Contemplating ☲☳|Contemplating]]\\ 8 | \\ [[Cleromancer#16. Sacrificing ☳☰|Sacrificing]]\\ 16 | \\ [[Cleromancer#9. Metamorphosis ☱☳|Metamorphosis]]\\ 9 | \\ [[Cleromancer#4. Uniting ☵☳|Uniting]]\\ 4 | \\ [[Cleromancer#20. Permeating ☳☷|Permeating]]\\ 20 | \\ [[Cleromancer#19. Sojourning ☳☳|Sojourning]]\\ 19 | ^ 5\\ Self\\ ☷ | \\ [[Cleromancer#3. Leading ☲☷|Leading]]\\ 3 | \\ [[Cleromancer#21. Centering ☷☰|Centering]]\\ 21 | \\ [[Cleromancer#1. Sprouting ☱☷|Sprouting]]\\ 1 | \\ [[Cleromancer#13. Influencing ☵☷|Influencing]]\\ 13 | \\ [[Cleromancer#7. Flowering ☷☷|Flowering]]\\ 7 | | ^ 4\\ Fire\\ ☵ | \\ [[Cleromancer#15. Polarising ☲☵|Polarising]]\\ 15 | \\ [[Cleromancer#6. Obstruction ☵☰|Obstruction]]\\ 6 | \\ [[Cleromancer#14. Dawn ☱☵|Dawn]]\\ 14 | \\ [[Cleromancer#18. Shocking ☵☵|Shocking]]\\ 18 | | ^ 3\\ Earth\\ ☱ | \\ [[Cleromancer#17. The well ☲☱|The Well]]\\ 17 | \\ [[Cleromancer#5. Harmony ☱☰|Harmony]]\\ 5 | \\ [[Cleromancer#11. Critical mass ☱☱|Critical Mass]]\\ 11 | | ^ 2\\ Nature\\ ☰ | \\ [[Cleromancer#10. Returning ☲☰|Returning]]\\ 10 | \\ [[Cleromancer#2. Waiting ☰☰|Waiting]]\\ 2 | | ^ 1\\ Water\\ ☲ | \\ [[Cleromancer#12. Danger ☲☲|Danger]]\\ 12 | | \\ \\ a glowing, sprouting plant === 1. Sprouting ☱☷ === **Trigrams**: Earth, Self\\ **Action**: Persevere, Ascend, Adapt\\ > > The rising sun cries, the setting sun laughs, allies are found between > Terror strikes, the mule breaks loose of the wagon, decisions become impossible > Actions shout, words whisper, perseverance advances step by step > \\ \\ ---- a serene lake, a cloudy evening === 2. Waiting ☰☰ === **Trigrams**: Nature, Nature\\ **Action**: Meditate\\ > > Sleeping in the garden, keeping their head still > Waiting in the river, keeping their feet still > Eating in the hall, keeping their hand still > \\ \\ ---- a general stands before their army, a lotus flower fills the sky === 3. Leading ☲☷ === **Trigrams**: Water, Self\\ **Action**: Organize, Exemplify\\ > > Following the child you lose the adult > Following the adult you lose the child > Fortune follows sincere action > A superior person follows the path > \\ \\ ---- soldiers stand in lockstep behind their general === 4. Uniting ☵☳ === **Trigrams**: Fire, Air\\ **Action**: Unite, Support\\ > > Honesty is a leaf collecting dew in the morning > Conviction is a flower blooming in the evening > A wall keeps out enemies and allies, weapons hidden in the bush gather rust > The wolf feeds the cub, when it is grown it fights off the bear > \\ \\ ---- a glowing tree in the shape of an angel === 5. Harmony ☱☰ === **Trigrams**: Earth, Nature\\ **Action**: Rest, Prepare\\ > > A sapling grows upward without thought or regret > The oak sheds its beauty as winter approaches > When pulling weeds, the roots come up > \\ \\ ---- a firey sky pours lightning down like rain === 6. Obstruction ☵☰ === **Trigrams**: Fire, Nature\\ **Action**: Release, Innovate\\ > > Water floods from the north, from the east > When the way forward is blocked returning is commendable > A superior mind looks within, a superior eye searches the horizon > \\ \\ ---- a translucent blue flower === 7. Flowering ☷☷ === **Trigrams**: Self, Self\\ **Action**: Bloom\\ > > Illness lingers, yet you still live > Three walk, leaving three sets of footprints > A full pack sits at the door, go while the sun still rises > \\ \\ ---- a monk sits on a ridge overlooking a forest, a temple, and a stormy sky === 8. Contemplating ☲☳ === **Trigrams**: Water, Air\\ **Action**: Open\\ > > A child peers through the crack in an unlocked door > Do not break a law to punish a criminal > Abstain from medicine for an illness you did not incur > \\ \\ ---- a red creature rises out of a pool of blood in front of a majestic sky === 9. Metamorphosis ☱☳ === **Trigrams**: Earth, Air\\ **Action**: Transform\\ > > The oak sheds its leaves as winter approaches > Schooling fish contract as a predator approaches > After transformation, all see beauty in the butterfly > \\ \\ ---- rain falls over a beautiful lagoon === 10. Returning ☲☰ === **Trigrams**: Water, Nature\\ **Action**: Correct, Retreat\\ > > Clouds return to rivers, rivers return to seas, seas return to the sky > A commander knows when to retreat > A superior person knows how to retreat > \\ \\ ---- a forest burns without being destroyed, an avalanche approaches === 11. Critical mass ☱☱ === **Trigrams**: Earth, Earth\\ **Action**: Reallocate, Relocate\\ > > A careful beginning is a strong foundation > The tent is expanded and the ridgepole sags to the breaking point > Movement in any direction brings success > \\ \\ ---- a waterspout twists in the sky like a wave untethered by gravity === 12. Danger ☲☲ === **Trigrams**: Water, Water\\ **Action**: Relinquish, Discern\\ > > Caught in the storm, vision becomes limited > Water stops at the proper time, moves at the proper time > Climbing to the mountain peak, one drinks from the spring > \\ \\ ---- a saint with a fiery halo holds fire in their chest === 13. Influencing ☵☷ === **Trigrams**: Fire, Self\\ **Action**: Pursue, Accept\\ > > Charm and wit stand behind discernment > A mutual solution wins allies > Masks seep into the skin until they cannot be removed > \\ \\ ---- the sun rises over the horizon === 14. Dawn ☱☵ === **Trigrams**: Earth, Fire\\ **Action**: Focus, Shine\\ > > Radiant light scatters at dawn > Discipline brings control > Tranquil acceptance channels great power, small sadness > \\ \\ ---- a splash of red fire in a bright blue lake === 15. Polarising ☲☵ === **Trigrams**: Water, Fire\\ **Action**: Accommodate, Release\\ > > Small agreement is the foundation of a long bridge > A straying horse returns under its own will > There is always more before the conflict > \\ \\ ---- The sun sets over traditional tombstones next to a serene, glowing lake === 16. Sacrificing ☳☰ === **Trigrams**: Air, Nature\\ **Action**: Restrict\\ > > A superior person sets boundaries, strong growth > When restriction inflicts pain, rebellion ignites > A sincerely offered sacrifice brings equilibrium > \\ \\ ---- A hydromancer draws water out of a well, while standing on the water's surface === 17. The well ☲☱ === **Trigrams**: Water, Earth\\ **Action**: Draw\\ > > The source can never run dry > The city is moved but the well remains > An unused well invites fish, animals avoid a muddy well > The superior person draws strength and insight from their source > \\ \\ ---- a lightning bolt descends for a stormy night to the ground, and then travels along the ground toward the viewer === 18. Shocking ☵☵ === **Trigrams**: Fire, Fire\\ **Action**: Ignite\\ > > Thunderous power radiates, transforming the landscape > Many treasures are lost, after seven days you will regain them > Lost deep in thought, sitting on the edge of the precipice > \\ \\ ---- an petramancer walks along a twisting path === 19. Sojourning ☳☳ === **Trigrams**: Air, Air\\ **Action**: Explore, Untangle\\ > > The bear wanders in search of food, following no path > The crane migrates south on a chill wind > A travelling stranger visits, sharing stories by the fire > \\ \\ ---- a girl stands before a glowing forest at night === 20. Permeating ☳☷ === **Trigrams**: Air, Self\\ **Action**: Delve\\ > > Gently wears down stone > Moving through every corner > Difficult to grasp > \\ \\ ---- a stone with coloring that resembles a cliff and a beautiful sky === 21. Centering ☷☰ === **Trigrams**: Self, Nature\\ **Action**: Trust, Center\\ > > A hidden crane calls out, its children call back > The oak sinks its roots into the earth, its branches into the sky > The intuition of the wise is tempered steel > \\