======Desimancer====== ===[class]=== Ulfar Desimancer **Pronounciation**: (DEH-sih-man-cer) The four elementalists bind their ki to the elements, and the martialist binds their ki within themselves, but the Desimancer uses their ki to manipulate the bonds that make up the fabric of the universe. The Desimancer uses this ability to create deadly electricity attacks and control the battlefield with gravity manipulation and telekinetic force maneuvers The path of the Desimancer is rarely followed in the Ardemare galaxy, and the methods for learning its techniques are a closely guarded secret. To follow this path, a character must seek out a Deshi (pronounced DEH-shee, sometimes pronounced DEH-shai) and convince the Deshi to take them on as a student. The Deshi have a mixed reputation that far exceeds what should be possible for such a small group. They are known as extreme, either wild and uncontrolled, or cold an calculating. The truth is that desimancers come in all stripes, and the extreme reputation is built upon the interactions of the desimancers that choose to interact with the world at large Art by [[credits|John Latta]] \\ **Desimancer Class Level Table** ^Level^BAB*^BDB*^Talent Points^Level Bonuses^ ^ 1 | 0 | 0 |6 Talent Points|2 Talents, 1 Skill Focus| ^ 2 | 1 | 1 |7 Talent Points|1 Talent| ^ 3 | 1 | 1 |8 Talent Points|1 Feat| ^ 4 | 1 | 1 |9 Talent Points|1 Talent, 1 Ability Bonus| ^ 5 | 2 | 2 |10 Talent Points|1 Skill Focus| ^ 6 | 2 | 2 |12 Talent Points|1 Talent| ^ 7 | 2 | 2 |12 Talent Points|1 Feat| ^ 8 | 2 | 2 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 9 | 3 | 3 |12 Talent Points|1 Feat| ^ 10 | 3 | 3 |12 Talent Points|1 Talent| ^ 11 | 3 | 3 |12 Talent Points|1 Feat| ^ 12 | 3 | 3 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 13 | 4 | 4 |12 Talent Points|1 Feat| ^ 14 | 4 | 4 |12 Talent Points|1 Talent| ^ 15 | 4 | 4 |12 Talent Points|1 Feat| ^ 16 | 4 | 4 |12 Talent Points|1 Talent, 1 Ability Bonus| ^ 17 | 5 | 5 |12 Talent Points|1 Feat| ^ 18 | 5 | 5 |12 Talent Points|1 Feat| ^ 19 | 5 | 5 |12 Talent Points|1 Feat| ^ 20 | 5 | 5 |12 Talent Points|1 Feat, 1 Ability Bonus| * Base Attack Bonus, Base Defense Bonus \\ ===== Talent tree ===== {{map>:wiki:desimancer_talents.png?nolink |The Desimancer class talent tree}} [[Desimancer#Bolt|jump to Bolt @ 198, 152, 257, 211]] [[Desimancer#Absorb|jump to Absorb @ 296, 384, 355, 443]] [[Desimancer#Anchor|jump to Anchor @ 138, 403, 197, 462]] [[Desimancer#Attract|jump to Attract @ 393, 154, 452, 213]] [[Desimancer#Deathgrip|jump to Deathgrip @ 518, 248, 577, 307]] [[Desimancer#Dragon's Breath|jump to Dragon's Breath @ 77, 33, 136, 92]] [[Desimancer#Feather|jump to Feather @ 161, 246, 220, 305]] [[Desimancer#Galactic Tap|jump to Galactic Tap @ 296, 114, 355, 174]] [[Desimancer#Gravity Training|jump to Gravity Training @ 455, 403, 514, 462]] [[Desimancer#Impetus|jump to Impetus @ 199, 343, 258, 402]] [[Desimancer#Lightning|jump to Lightning @ 137, 92, 196, 149]] [[Desimancer#Mind Bloom|jump to Mind Bloom @ 296, 28, 355, 87]] [[Desimancer#Mind Vise|jump to Mind Vise @ 578, 127, 637, 184]] [[Desimancer#Rampart|jump to Rampart @ 432, 247, 491, 306]] [[Desimancer#Repel|jump to Repel @ 456, 91, 515, 150]] [[Desimancer#Resistance|jump to Resistance @ 394, 343, 453, 402]] [[Desimancer#Silver Step|jump to Silver Step @ 74, 247, 133, 306]] [[Desimancer#Singularity|jump to Singularity @ 296, 469, 355, 528]] {{ a storm elemental arcs lightning over your head ==== Bolt ==== **Action**: Standard, Full\\ **Requires**: Training from a Deshi\\ **Description**: You release bolts of electicity from your fingertips or palm towards your target\\ **Range**: 15 feet\\ **Speed**: 12H (hexes per segment)\\ **Effect**: A bolt of electricity leaps out and strikes the target(s)\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Defensive**: //Defense Bonus + Dex + 2d6//\\ **Damage**: Str x 2 + 2d6 [[damage#damage types|[Electricity]]]\\ **Cooldown**: 6 rounds\\ **Special**: Attacking with a standard action grants one attack which does not invoke the cooldown. Attacking with a full action grants two attacks which must be used in separate segments. Attacking with two attacks invokes the cooldown, which only applies to using a full action\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a black orb radiates light in the darkness ==== Absorb ==== **Action**: Full, Move, Swift\\ **Requires**: Training from a Deshi, Level 4\\ **Description**: You create a small but powerful singularity that absorbs incoming attacks\\ **Range**: The orb can defend attacks that pass within 5 feet of your character\\ **Effect**: A singularity orb orbits you\\ **Defensive**: //Defense Bonus + Dex + 3d6//\\ **Cooldown**: 6 rounds\\ **Special**: Creating the orb(s) and setting them into orbit around you is a full action. In subsequent rounds, you may spend a move action to defend as many incoming attacks as you have orbs, throughout the round. As a Swift action, you may use a single orb to defend against an attack. When an orb defends against an attack, it dissipates. The orbs last 3 rounds and then dissipate\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □□ Increase the [[dice bonus]] of the defensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □□ Increase the number of orbs by 1. Maximum number of orbs is 3\\ □ Extend the duration of the orbs by 1 round\\ \\ ---- an undersea anchor chain, nebula ==== Anchor ==== **Action**: Standard\\ **Requires**: [[desimancer#Impetus]]\\ **Description**: You anchor your ki, binding it a [[sizes#Large]] object or larger, pulling yourself toward the object\\ **Range**: 20 feet\\ **Speed**: 1H\\ **Effect**: You are pulled toward the target object at the speed for three segments\\ **Cooldown**: 6 rounds\\ **Special**: This ability does not exert any force on the target object\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□ Increase the speed by 1H. Maximum speed is 4H\\ □ Reduce the cooldown by 1 round\\ \\ ---- a blue and gold nebula with a bright center ==== Attract ==== **Action**: Standard\\ **Requires**: Training from a Deshi\\ **Description**: You learn to manipulate the bonds that hold the universe together. You train in techniques that allow you to levitate objects above the ground and to pull them towards you\\ **Range**: 15 feet\\ **Speed**: 1H\\ **Effect**: Target non living object is levitated for three segments\\ **Special**: You may not levitate living creatures or plants. A creature's ki field disrupts this ability in the hex(es) they occupy. Objects can be levitated towards you at the speed. The target object may not weigh more than a //[[capacity|Light Load]]// (using your Intelligence score). If you can levitate multiple objects, their total weight must be less a Light Load. You may not levitate objects which are currently bound to another creature's ki\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed at which you pull in objects by 1H\\ □ Increase the number of separate objects you may levitate by 1\\ \\ ---- a clenched fist nebula ==== Deathgrip ==== **Action**: Standard\\ **Requires**: [[desimancer#Rampart]]\\ **Description**: You envelop your target in a crushing grip of force, rendering them unable to act\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Target creature is unable to act for 1 round\\ **Offensive**: //Attack Bonus + Int + 2d6//\\ **Damage**: Int + 1d6 per segment\\ **Cooldown**: 12 rounds\\ **Special**: Roll the damage seperately for each segment\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 30 feet\\ □□ Extend the duration by 1 segment. Maximum duration is 5 segments\\ □□ Increase the hit formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a tree with lightning branches, and stormcloud leaves ==== Dragon's breath ==== **Action**: Full\\ **Requires**: [[Desimancer#Lightning]], Level 6\\ **Description**: Your skills in harnessing lightning are extraordinary. In a display of raw ki, lighting arcs out from your fingertips in a cone, jumping to further targets\\ **Range**: 15 Feet\\ **Speed**: 18H\\ **Effect**: A 60° cone of lightning leaps out from your fingertips\\ **Offensive**: //Attack Bonus + Dex + 3d6//\\ **Defensive**: //Defense Bonus + Dex + 3d6//\\ **Damage**: Str x 3 + 3d6 [[damage#damage types|[Electricity]]]\\ **Cooldown**: 6 rounds\\ **Special**: The lightning arc hits all targets within the cone. The lightning arc jumps from each of your targets to the next closest target within a 60° arc. The second target must be within 20 feet of the first target. If two or more creatures are equally close to the first target, roll a die to determine the target. Between the original arc and the jumps, a target may be hit up to a total of three times by this attack\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet, Maximum range is 30 feet\\ □ Increase the speed by 1H. Maximum speed is 30H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a pinpoint of light resting at the horizon, above a plateau of clouds ==== Feather ==== **Action**: Passive\\ **Requires**: Training from a Deshi\\ **Description**: By twisting gravity around you, you are able to greatly increase your ability to jump\\ **Effect**: You gain a 2d6 bonus to [[Athletics]] for the purposes of jumping\\ **Special**: When you are jumping you do not require a running start, and the difficulty level of the jump is reduced by one level. You are never considered to be at [[combat#advantage|disadvantage]] when making an Athletics check to jump\\ **Talent Point Improvements**:\\ □ Increase the bonus to jumping by 2d6. Maximum bonus is 12d6\\ \\ ---- a pink, purple, orange and black cloud nebula with a blue eye ==== Galactic tap ==== **Action**: Swift\\ **Requires**: Training from a Deshi\\ **Description**: Using your ki, you connect your mind to the universe around you, temporarily expanding the capabilities of your intellect\\ **Effect**: You gain a temporary +2 bonus to your Intelligence for one round\\ **Cooldown**: 12 rounds\\ **Special**: This increase does not grant skill points but does grant a 1d6 bonus to skill checks\\ **Talent Point Improvements**:\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ □□ Increase the ability bonus from +2 to +4. Requires 8 levels in Desimancer\\ □□ Increase the ability bonus from +4 to +6. Requires 12 levels in Desimancer\\ \\ ---- a council of rough statues encircles an obelisk floating over a glowing altar ==== Gravity training ==== **Action**: Passive, Free\\ **Requires**: [[desimancer#Resistance]]\\ **Description**: You weave micro-gravity fields around your body, augmenting your physical strength and enhancing your physical ability. Flooding these fields with ki is draining, but can be in short bursts to gain a temporary advantage\\ **Effect**: You gain a 1d6 bonus to [[Athletics]]\\ **Cooldown**: Once per day\\ **Special**: Once per day, you may roll an Athletics check at [[combat#advantage]]\\ **Talent Point Improvements**:\\ □□ Increase the bonus by 1d6. Maximum bonus is 3d6\\ □□ Increase the uses per day by 1. Maximum uses per day is 3\\ \\ ---- the sun rises, its bright light eclipsing everything but the sky ==== Impetus ==== **Action**: Swift\\ **Requires**: Training from a Deshi\\ **Description**: You twist gravity around you, allowing you a quick burst of movement\\ **Range**: 5 feet\\ **Speed**: Your normal Dash speed\\ **Effect**: You take the Dash [[combat#movement actions|movement action]]\\ **Cooldown**: 6 rounds\\ **Special**: If another creature is within the range and has the ability to initiate an action, they may opt to spend a Swift action to initiate a dash that follows yours, step for step. At any time that creature can opt to end its movement\\ **Talent Point Improvements**:\\ □□ Extend the range to 10 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a bolt of lightning hits the ground and travels toward the viewer through the earth ====Lightning==== **Action**: Full\\ **Requires**: [[Desimancer#Bolt]]\\ **Description**: You learn how to create an overwhelming surge of your ki and manifest it as pure energy in the form of a lightning bolt that jumps from person to person\\ **Range**: 30 Feet\\ **Speed**: 18H\\ **Effect**: A 20 foot bolt of lightning leaps out from your fingertips\\ **Element**: Two hands free, stable footing\\ **Offensive**: //Attack Bonus + Dex + 2d6//\\ **Defensive**: //Defense Bonus + Dex + 2d6//\\ **Damage**: Str x 3 + 2d6 [[damage#damage types|[Electricity]]]\\ **Cooldown**: 6 rounds\\ **Special**: The lightning bolt jumps from your first target to the next closest target within a 60° arc. The second target must be within 20 feet of the first target. If two or more creatures are equally close to the first target, roll a die to determine the target\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 5 feet, Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 30H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ □ Increase the number of targets the bolt jumps to by 1. The maximum number of jumps is 3\\ \\ ---- an explosion of colors, a bright and beautiful nebula against a pitch black sky ==== Mind bloom ==== **Action**: Standard\\ **Requires**: [[desimancer#Galactic Tap]], Level 6\\ **Description**: You mentally project your ki forward, breaking the bonds that hold matter together, triggering explosions of energy\\ **Range**: 30 feet\\ **Speed**: 6H\\ **Effect**: Three [[the_grid#Radius, sphere, cylinder|blooms]] at target hexes within a straight line\\ **Offensive**: //Attack Bonus + Int + 2d6//\\ **Defensive**: //Defensive Bonus + Int + 2d6//\\ **Damage**: Int x 2 + 1d6 [[damage#damage types|[Burning]]]\\ **Cooldown**: 6 rounds\\ **Special**: When used reactively, this ability only creates a single bloom. You may not trigger a bloom in a hex occupied by a living creature. You may not trigger multiple blooms in the same hex\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the [[dice bonus]] of the damage formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- A nebula shaped like a three fingered claw, reaching down to grasp something ==== Mind vise ==== **Action**: Standard\\ **Requires**: [[desimancer#Deathgrip]] or [[desimancer#Repel]]\\ **Description**: Your fine control over the universal bonds increases greatly, allowing you to peform complex combat maneuvers without the need for physical contact\\ **Range**: 30 feet\\ **Speed**: 6H\\ **Effect**: Perform a maneuver on target creature\\ **Offensive**: //Attack Bonus + Int + 3d6//\\ **Defensive**: //Defense Bonus + Int + 3d6//\\ **Special**: * You gain an additional 2 maneuver points on a successful maneuver * The cap on [[combat maneuvers#Deadly Maneuvers|Impact]] is increased to 12d6 * May be used to pin an opponent with a [[combat maneuvers#Grapple]], but not with a [[combat maneuvers#Ranged Pin]] **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H\\ □ Increase the off/def formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ \\ ---- a castle rampart nebula floating high in the sky ==== Rampart ==== **Action**: Full\\ **Requires**: Training from a Deshi\\ **Description**: You create a wall of telekinetic force, blocking passage and deflecting attacks\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: A wall of force 2 feet thick, 15 feet high, and 15 feet wide is created at the target location\\ **Defensive**: //Defense Bonus + Int + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: The wall persists for two segments. If you create the wall that would intersect a living creature, the wall is created with a hole around the creature. Attacks that exceed the defensive formula move past the wall with their offensive roll reduced by the defensive formula. Living creatures cannot pass through the wall\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □□ Increase the maximum length of the wall by 5 feet\\ □□ Increase the maximum height of the wall by 5 feet\\ □□ Increase the [[dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a blue and gold nebula with a bright center and a flower shaped void around the center ==== Repel ==== **Action**: Standard\\ **Requires**: [[desimancer#Attract]]\\ **Description**: You learn to manipulate the bonds that hold the universe together. You train in techniques that allow you to create a pushing force that emanates from your mind out towards your target\\ **Range**: 20 feet\\ **Speed**: 4H\\ **Effect**: Push target creature or object back 10 feet\\ **Offensive**: //Attack Bonus + Int + 2d6//\\ **Defensive**: //Defense Bonus + Int + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: * When used offensively against a creature, this ability is a [[combat maneuvers|maneuver]] which can only be used to reposition in a straight line, pushing the creature back * It can be used defensively to block a single incoming attack using the defensive formula * When targeting objects, their total weight may not exceed a //[[capacity|Medium Load]]// (using your intelligence score). If targeting multiple objects, they must be contained within a single hex\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 5 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H\\ □ Increase the hit formulas by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □ Reduce the cooldown by 1 round\\ \\ ---- a swirling vortex of black, purple, and pink clouds ==== Resistance ==== **Action**: Standard\\ **Requires**: Training from a Deshi\\ **Description**: You create a spherical field of increased gravity, slowing the movements of creatures and projectiles within the field. The sphere has a transparent black aura that lowers the light within the sphere by one level\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: A sphere with a diameter of 15 feet is created centered at target location for 1 segment\\ **Cooldown**: 6 rounds\\ **Special**: Creatures within the sphere move at half their normal speed, rounded down. Projectiles that move through the sphere are also reduced to half speed, which does not recover after the projectile leaves the sphere\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □□ Increase the diameter by 5 feet. Maximum diameter is 90 feet\\ □ Extend the duration by 1 segment. Maximum duration is 6 segments\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- A twisting stormcloud, internally lit with golden light ==== Silver step ==== **Action**: Passive\\ **Requires**: [[desimancer#Feather]]\\ **Description**: You learn the ability to adjust the affects of gravity on your body at will, giving you an edge when performing acrobatic feats\\ **Effect**: You gain a 1d6 bonus to [[Acrobatics]]\\ **Talent Point Improvements**:\\ □ Increase the bonus by 1d6. Maximum bonus is 4d6\\ \\ ---- a vortex of smooth golden clouds ==== Singularity ==== **Action**: Standard\\ **Requires**: [[desimancer#Absorb]], Level 6\\ **Description**: You create an infinitesimally small singularity which collapses almost immediately, Though its existence is brief, its effects are not. Air rushes toward the singularity, and creatures, projectiles, and loose objects are pulled in violently\\ **Range**: 15 feet\\ **Speed**: Instant creation\\ **Effect**: A singularity with a diameter of 25 feet is created centered at the target hex\\ **Defensive**: //Defense Bonus + Int + 2d6//\\ **Cooldown**: 6 rounds\\ **Special**: Creatures and objects are pulled 15 feet toward the center of the sphere. Creatures that would land in the same hex are shunted to the nearest free hex. Projectiles that do not exceed the defensive formula are pulled off course and miss\\ **Talent Point Improvements**:\\ □ Reduce the required action to Move\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the defensive formula by 1d6. Total dice may not exceed character level. Maximum dice is 8d6\\ □□ Increase the diameter by 5 feet. Maximum diameter is 40 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ [[desimancer|Back to top]]