Flow Assimilator Skills

 
Inherent Skills:
Summoner Inherent Passive
You may have up to two Basic summons, one Advanced summon, and one Daily summon active at any given time. Summoned creatures appear adjacent to you and cannot act on the same turn they are summoned. Aside from their listed stat values, summoned creatures have the same stats as you do, and all of their attacks are considered magical attacks. Summoned creatures do not disappear unless killed, unsummoned, or you are incapacitated. A summoned creature must stay within Spirit Score*10’ (min. 50’) of you, or the creature will become unsummoned. You communicate with your summons telepathically to give them basic commands, but the creatures will not understand complicated instructions. In addition, you must have direct line of sight to a summoned creature in order to give it a command; otherwise, the creature will either do nothing, or attack the nearest enemy, if possible.

Basic Skills:

Assimilate Basic Active - Offensive
Forcefully take control of a monster with your whip to become friendly to you.
Attack Type: Magical Property: Single Target
FP Cost: 4 FP Range: 5’ - 20’
Cool Down Category: A
Effect: Instead of rolling to hit, perform an opposing Spirit check against the target’s Charisma. If you succeed, the target becomes Charmed for 2 rounds. If the target attempts to break free, you may use your Spirit modifier instead of your Charisma modifier for the opposing check. This skill only works on monsters. Cannot be used on giant or massive monsters.

Flow Augmentation Basic Active - Buff
Coat your whip in flow to increase its power.
Attack Type: Magical Property: Target User
FP Cost: 2 FP Range: None
Buff Duration: Next 3 Normal Attacks Cool Down Category: A
Effect: Increase the damage of your next 3 Normal Attacks by your Magic Damage. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.

Heart of Ruin Basic Active - Offensive Buff
Increase the deadly nature of your summoned creatures.
Attack Type: Magical Property: Target Summons
FP Cost: 4 FP Range: 0’ - 50’
Buff Duration: 3 rounds Cool Down Category: C
Effect: Your summons’ attacks Critically Hit on a natural hit roll of 10 or higher.

Recall Basic Active - Defensive
Return any of your summoned creatures back to your side.
Attack Type: Magical Property: Multi-Target Summons, Special - Interrupt
FP Cost: 2 FP per summon Range: 0’ - 100’
Cool Down Category: A
Effect: You may use this skill at any time. Recall any number of your summoned creatures and place them adjacent to you. You do not require direct line of sight to recall them.

Summon: Basic Creature Basic Active - Summon
Summon creature allies to fight by your side.
Attack Type: Magical Property: Summon
FP Cost: 4 FP per summon Range: None
Summon Duration: 5 + Character Level rounds Cool Down Category: A
Effect: You must skip your Move Phase to use this skill. You may use this skill, Summon: Advanced Creature, and Summon: White Nine-Tailed Fox or Summon: Pact in the same turn. After using this skill, you are Defenseless until your next turn. Summon up to two of the following:

Murder of Ravens
HP: 15 + Character Level*3
Damage: 1d4 + MDMG
Normal Attack Range: 0’ - 5’
Special Ability: Murder of Ravens can target all adjacent units with a single attack.

Extractor Scarab
HP: 10 + Character Level*4
Damage: 1d4 + MDMG
Normal Attack Range: 0’ - 5’
Special Ability: Whenever the Extractor Scarab deals damage, you heal for half of the damage dealt rounded down (min. 1).

Hedge Nymph
HP: 12 + Character Level*6
Special Ability: The Hedge Nymph cannot attack. All damage that would be dealt to you is dealt to the Hedge Nymph instead.

Summon: Companion Basic Active - Summon
Summon a spiritual companion to aide you with day-to-day life.
Attack Type: Magical Property: Summon
FP Cost: 6 FP Range: None
Cool Down Category: Special
Effect: Summon your choice of a Harvest Mink, Canary Scout, or Ebony Stallion. This summon does not count towards your limit of two Basic summons. This skill can only be used once per hour.

Harvest Mink - Can't attack. You may command your Harvest Mink to search an area for any potential small items. The Harvest Mink will automatically find any small items that might be in the area.
HP: 3 + Character Level*2
Movement Speed: 75’

Canary Scout - Can’t attack. You do not require direct line of sight to the Canary Scout to give it a command, and you are able to see through its eyes.
HP: 3 + Character Level*2
Movement Speed: 75’

Ebony Stallion - Can’t attack. You may ride the Ebony Stallion while in battle to increase your Movement Speed by 40’. If the Ebony Stallion dies while you are riding it, you must perform an Agility Check. On a result of 7 or lower, you are now Floored. The Ebony Stallion is capable of carrying Spirit Score*15 lb. of weight.
HP: 8 + Character Level*2
Movement Speed: 90’

Advanced Skills:

Call Wildlife Advanced Active - Summon
Call upon a local creature to fight by your side temporarily.
Attack Type: Magical Property: Summon
FP Cost: 8 FP to activate; 2 FP per subsequent round active
Cool Down Category: C
Effect: Summons a random Normal size or Large size creature from the local area. Your GM will determine what creature you receive. It will have its base level 1 stats. The GM will perform its actions (roll for attacks, evasion, etc), but you choose what it will do (where it will move, and what it will attack). The creature will immediately flee once its HP falls below 50%. This skill has no effect in areas where there are no wild creatures immediately around. This skill does not count towards your summon limits.

Ensnare Advanced Active - Offensive Debuff
Spawn vines from the earth to ensnare your enemies and keep them from moving for a short period of time.
Attack Type: Magical Property: Ground-Targeted AoE
FP Cost: 4 FP Range: 10’ - 40’
Debuff Duration: 2 rounds Cool Down Category: B
Effect: Affects all enemy units in a circular area with a radius of 10’. Do not roll to hit. Instead, all enemy units within the area must pass an Agility check of 10 plus your Spirit Modifier or higher. If they pass, they escape the affected area before becoming ensnared. All hit units skip their Move Phase, cannot use skills that allow movement, and are Vulnerable for 2 rounds.

Life Infusion Advanced Active - Defensive
Share some of your own health with that of your summon.
Attack Type: Magical Property: Single Target
FP Cost: 8 FP Range: 0’ - 20’
Cool Down Category: A
Effect: Spend X HP to heal a target summon for (3*X + MDMG) health. X cannot be 0.

Reverse Summon Advanced Active - Defensive
Use the same magical properties as summoning to teleport yourself to a summon.
Attack Type: Magical Property: Target Summon
FP Cost: 6 FP Range: 0’ - 100’
Cool Down Category: B
Effect: Your character teleports to a location adjacent to one of your summons. You must have direct line of sight to your summon.

Summon: Advanced Creature Advanced Active - Summon
Summon a creature ally to fight by your side.
Attack Type: Magical Property: Summon
FP Cost: 8 FP Range: None
Summon Duration: 5 + Character Level rounds Cool Down Category: A
Effect: You must skip your Move Phase to use this skill. You may use this skill, Summon Basic Creature, and Summon White Nine-Tailed Fox or Summon Pact in the same turn. After using this skill, you are Defenseless until your next turn. Summon one of the following:

Noble Terroraptor
HP: 30 + Character Level*4
Damage: 2d8 + MDMG
Normal Attack Range: 0’ - 5’
Special Ability: The Noble Terroraptor has double your Movement Speed. The Noble Terroraptor’s attacks have a chance to cause 1 stack of Bleeding on a 1d6 roll of 3-6.

Spectral Siren
HP: 20 + Character Level*4
Damage: 1d12 + MDMG
Normal Attack Range: 0’ - 50’
Special Ability: You may pay 2 FP for the Spectral Siren to sing a shrieking song that deals 3d6 + MDMG magical Dark damage to a single target and has a chance to cause Staggered on a 1d6 roll of 4-6.

Harmonic Chantekko
HP: 30 + Character Level*2
Special Ability: The Harmonic Chantekko cannot attack. The Harmonic Chantekko can sing one of three different songs to empower all allies who are able to hear it singing.
Power Song - Allies who can hear this song increase their damage by 2.
Protection Song - Allies who can hear this song increase their Physical Evasion and Magic Evasion by 1.
Healing Song - Allies who can hear this song recover 1d8 HP at the beginning of their turn.

Summoned Fury Advanced Active - Offensive Buff
Enrage a target summon to deal massive damage at the cost of their life.
Attack Type: Magical Property: Target Summon
FP Cost: 12 FP Range: 0’ - 20’
Cool Down Category: B
Effect: The target summon may attack three times this turn and deals double damage. At the end of your turn, that summon dies and may not be summoned again for the rest of the day.

Summoned Synergy Advanced Passive
Your Advanced summons synergize with and empower your Basic summons.
Noble Terroraptor: Your Basic summons also have double your Movement Speed.
Spectral Siren: Your Basic summons roll 2 extra damage dice.
Harmonic Chantekko: Increase the Character Level multiplier for your Basic summons’ HP by 3.

Daily Skills:

Create Pact / Summon: Pact Daily Active - Offensive Summon
You create a pact with a creature to summon it to your side in the future.
Attack Type: Magical Property: Single Target, Summon
FP Cost: Varies Range: 0’ - 20’
Cool Down Category: D
Effect: When a monster is below half health, you are able to create a pact with it to make it your personal summon. Perform an opposing Charisma check against the monster. If you win, you succeed in creating the pact. The monster will have all stats and abilities they possessed at the time the pact was created. Once a pact is made, the monster will acquire experience whenever the player receives experience, and levels up like a player normally would. The monster regains Health Points while it is not summoned, and if the monster dies, the player must create a new pact with another monster. You may only make a pact with one monster at a time. If a new pact is made, the old one will be replaced. When you summon your pact monster, it will drain your FP every round depending on its size:
Tiny/Small Size - 1 FP per round
Normal Size - 2 FP per round
Large Size - 3 FP per round
Giant Size - 4 FP per round
Massive Size - 5 FP per round
Overflow Bonus: 5 HP cost per round - The summoned creature gains a second Main Action.

Summon: White Nine-Tailed Fox Daily Active - Summon
Summons a powerful white nine-tailed fox to fight by your side.
Attack Type: Magical Property: Summon
FP Cost: 3 FP per round active Range: None
Cool Down Category: D
Effect: You must skip your Move Phase to use this skill. You may use this skill, Summon Basic Creature, and Summon Advanced Creature in the same turn. After using this skill, you are Defenseless until your next turn. Summon a White Nine-Tailed Fox.
HP: 100 + Character Level*10
Damage: 3d8 + MDMG
Normal Attack Range: 0’ - 40’
Special Abilities: The White Nine-Tailed Fox deals Light damage. You may pay 4 FP for the White Nine-Tailed Fox to perform Nine-Tail Magic. Nine-Tail Magic deals 5d6 + MDMG magical Light damage to a single target. If it hits, roll 1d10 to determine its extra effect.
1 - Reroll.
2 - This skill cannot be evaded.
3 - This skill Critically Hits. If this skill Critically Hits naturally, it deals triple damage.
4 - Leaves the target Staggered.
5 - The target gains 3 stacks of Bleeding.
6 - Leaves the target Burning.
7 - Leaves the target Poisoned.
8 - Leaves the target Charmed for 2 rounds.
9 - Leaves the target Defenseless for 1 round.
10 - Leaves the target Flow Blocked for 3 rounds.
Overflow Bonus: 3 HP per round - The White Nine-Tailed Fox gains a second Main Action.