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Desimancer

Ulfar fox variant desimancer weilding electricity and levitating a staff and a sack of items

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 John Latta


Desimancer Class Level Table

LevelBAB*BDB*Talent PointsLevel Bonuses
1 0 0 6 Talent Points2 Talents, 1 Skill Focus
2 1 1 7 Talent Points1 Talent
3 1 1 8 Talent Points1 Feat
4 1 1 9 Talent Points1 Talent, 1 Ability Bonus
5 2 2 10 Talent Points1 Skill Focus
6 2 2 12 Talent Points1 Talent
7 2 2 12 Talent Points1 Feat
8 2 2 12 Talent Points1 Talent, 1 Ability Bonus
9 3 3 12 Talent Points1 Feat
10 3 3 12 Talent Points1 Talent
11 3 3 12 Talent Points1 Feat
12 3 3 12 Talent Points1 Talent, 1 Ability Bonus
13 4 4 12 Talent Points1 Feat
14 4 4 12 Talent Points1 Talent
15 4 4 12 Talent Points1 Feat
16 4 4 12 Talent Points1 Talent, 1 Ability Bonus
17 5 5 12 Talent Points1 Feat
18 5 5 12 Talent Points1 Feat
19 5 5 12 Talent Points1 Feat
20 5 5 12 Talent Points1 Feat, 1 Ability Bonus

* Base Attack Bonus, Base Defense Bonus


Talent tree

The Desimancer class talent tree


Talent details

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: Intelligence x 2 + 2d6 [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. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Absorb

Action: Full, 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 + Int + 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. (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


Anchor

Action: Standard
Requires: Impetus
Description: You anchor your ki, binding it a 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


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 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 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


Deathgrip

Action: Standard
Requires: 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 may not exceed character level. Maximum dice is 8d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds


Dragon's breath

Action: Full
Requires: 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: Int x 3 + 3d6 [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. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


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 disadvantage when making an Athletics check to jump
Talent Point Improvements:
□ Increase the bonus to jumping by 2d6. Maximum bonus is 12d6


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


Gravity training

Action: Passive, Free
Requires: Resistance
Description: By using your gravity fields to augment your physical training, you are able to attain a high level of physical fitness
Effect: You gain a 1d6 bonus to Athletics
Cooldown: Once per day
Special: Once per day, you may roll an Athletics check at 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


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 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


Lightning

Action: Full
Requires: 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: Int x 3 + 2d6 [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. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (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


Mind bloom

Action: Standard
Requires: 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 blooms at target hexes within a straight line
Offensive: Attack Bonus + Int + 2d6
Defensive: Defensive Bonus + Int + 2d6
Damage: Int x 2 + 1d6 [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. (Cost increases)
□□ Increase the dice bonus of the damage formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Mind vise

Action: Standard
Requires: Deathgrip or 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 Impact is increased to 12d6
  • May be used to pin an opponent with a Grapple, but not with a 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 may not exceed character level. Maximum dice is 8d6


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. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


Repel

Action: Standard
Requires: 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 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 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 may not exceed character level. Maximum dice is 8d6
□ Reduce the cooldown by 1 round


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


Silver step

Action: Passive
Requires: 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


Singularity

Action: Standard
Requires: 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 dice bonus of the defensive formula by 1d6. (Cost increases)
□□ Increase the diameter by 5 feet. Maximum diameter is 40 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round


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wiki/desimancer.txt · Last modified: 2019/07/18 21:24 by caleymccready