Author Topic: Prime Mover [Gramarie Prestige Class]  (Read 2057 times)

Offline kellus

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Prime Mover [Gramarie Prestige Class]
« on: December 16, 2012, 02:47:56 AM »
The Prime Mover
"Being he who moves without being moved. A perfect unmoved mover, a cause without cause, and thus one who can build without being built upon in turn. In short, an island of considered rationality amidst the disorder of life."


Image credit A-Teller of deviantart.com

There are people who think, and then there are the thinkers. In the fast-paced modern world that gramarie makes possible, there are few who take the time for true introspection and meditation. Those who do might join the ranks of the prime movers, those scientists and dreamers whose thoughts take them places others couldn't even imagine. The deepest and most profound secrets of the physical world can only be reached with true depth of thought, and a prime mover is as much a philosopher as she is a mechanic or engineer or physicist. Also, she learns how to kill stuff with her brain, because this is fantasy after all.

Requirements: To become a prime mover you must meet all of the following requirements.
Gramarie: Any two ELDK principles
Skills: Concentration 10 ranks, Knowledge (any two) 8 ranks each
Specialization: Must be specialized in Eldrikinetics

Hit Die: d4
Skill Points at Each Additional Level: 6 + Int modifer

Class Skills: A prime mover's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

The Prime Mover
LevelBABFortRefWillSpecial 
Principles
1st+0+0+0+2Meditant, telekinesis (minor)
+0
2nd+1+0+0+3Elder kinetic, telekinesis (levitate)
+1
3rd+1+1+1+3Telekinesis (force)
+2
4th+2+1+1+4Elder kinetic, telekinesis (thrust)
+3
5th+2+1+1+4Initiate mediant, telekinesis (maneuver)
+3
6th+3+2+2+5Elder kinetic, telekinesis (embiggened)
+4
7th+3+2+2+5Doctorate principles, telekinesis (fabricate)
+5
8th+4+2+2+6Elder kinetic, telekinesis (multitask)
+6
9th+4+3+3+6Master meditant, telekinesis (swift)
+6
10th+5+3+3+7Elder kinetic, telekinesis (simple)
+7

All of the following are class features of the prime mover.

Weapon and Armour Proficiencies: As a prime mover, you gain no additional weapon or armour proficiencies.

Meditant (Ex): You think deeply about a lot of things. Even if you don't have power points, you can use the Concentration skill to gain psionic focus. You gain a bonus of 1/2 your class level on Concentration checks whenever you have psionic focus.

At 5th level, this ability improves. Whenever you have psionic focus, you can treat all Knowledge skills as trained, and substitute a Concentration check for any Knowledge check (albeit at a -5 penalty).

At 9th level, this ability improves. By expending your psionic focus when making a Knowledge or Concentration check, you can take 10 on the check even if stress or distraction would normally prevent you from doing so. This includes taking 10 on checks to prepare principles.

Telekinesis (Su): Through sheer force of will, you can move things with your mind. You gain various innate powers, which are only available to you when you have psionic focus. Your caster or manifester level for these effects is always equal to your class level. If these abilities imitate powers, you cannot augment them. Except where otherwise specified, these abilities work like spell-like abilities or psi-like abilities.
  • At 1st level, you can use matter agitation and mage hand[/url] effects at will.
  • At 2nd level, you can use a levitate effect at will. Your weight limit for this effect is 100 lb per rank in Concentration.
  • At 3rd level, you can use a telekinetic force effect at will. Your weight limit for this effect is 50 lb per rank in Concentration.
  • At 4th level, you can use a telekinetic thrust effect at will, and are under a touchsight[/url] effect whenever you are psionically focused. Your weight limit for the thrust effect is 50 lb per rank in Concentration.
  • At 5th level, you can use a telekinetic maneuver effect at will.
  • At 6th level, all of your telekinetic abilities are automatically Enlarged without having to expend your psionic focus in order to activate this effect.
  • At 7th level, you can telekinetically shape things to your desire. You can use a fabricate[/url] effect at will. If you lack the appropriate Craft skill, you can use the Concentration skill to imitate any Craft skill for this effect at a -10 penalty on the check.
  • At 8th level, you can maintain concentration on a number of simultaneous telekinetic abilities equal to your Intelligence modifier as long as you have psionic focus.
  • At 9th level, you can activate any of your telekinetic abilities as a swift or move action instead of a standard action, if applicable.
  • At 10th level this class feature becomes an extraordinary (Ex) ability instead of a supernatural (Su) ability, and the granted telekinetic abilities become extraordinary (Ex) instead of spell-like or psi-like (Sp/Ps).
Elder Kinetic (Ex): At 2nd level, and every two levels thereafter, you discover a peak of learning known to the ancient meditants about the nature of motion. You can choose one of the following discoveries. If a discovery relates to eldrikinetic engines that you create, you can retroactively apply a discovery to an engine you have built in the past with an hour's work and a matching key skill check to its current value.
  • Aeronautical Savant: Any eldrikinetic engine you create which generates a fly speed can be controlled more finely; this increases the maneuverability by 1 stage, to a maximum of perfect (this even applies to a two-part engine). They also generate a flat 50 more points of Push over their normal amount (if you know both this and the overclock discovery, this modification is applied after overclocking the engine).
  • Artillery Expert: Ballistic engines that you create treat projectiles being launched as if they were one size category smaller than they actually are for the purposes of determining their speed, but one size category larger than they actually are for determining the damage that they deal.
  • Badger Badger Snake: Badgerdrawn engines that you create can be pushed into a frenzy. This is a burst effect that requires 10 times the normal amount of fuel, but it causes the engine and whatever is attached to it to shapechange temporarily into a badger of the appropriate size category. The badger can take a single round of actions, under the control of whoever is controlling the engine. During this turn, its burrow speed is multiplied by 10. At the end of its action, the badger transforms back into its original shape. This is a transmutation effect.
  • Electric Innovation: Lightningleap engines that you create can take advantage of the mutable nature of energy. Whenever a lightningleap engine is activated, whoever controls the engine can choose an alternate energy form from the following types: acid, cold, fire, and sonic.
  • Fish out of Water: Stonefish engines that you create can now allow a vessel to leave the earth medium they travel through. By burning up 5 rounds of stone swimming from the minute normally provided, the stonefish engine can launch a vessel through the air like a Ballistic Engine (except launching the engine, as well). The Push generated for this leap is multiplied by 5 (1,000 points of Push normally available for every leap from every engine in parallel). The engine must be immersed in stone, dirt, or metal at the start of the jump.
  • For the Swarm: Beeform engines that you create are now more intricate. While in bee swarm form, whoever is controlling the engine gains telepathy out to 1 mile for every 200 points of Push generated, but only with bees. They can usurp the bees' senses, as if with a sense link effect, but for every sense the bees have. They can also control all bees in the area, as if with a control plants[/url] effect, but for vermin. Both of these effects last for as long as the engine is in bee swarm form. Intelligent bees can resist the controlling effect with a Will saving throw (DC equal to the Concentration check of the engine).
  • Green Energy: Any eldrikinetic engine that you create can be sustained for one round or one burst with 1 less ebb of puissance than listed in its description (if you know both this and the overclock discovery, this modification is applied after overclocking the engine).
  • Intricate Engineering: Any eldrikinetic engine that you create has its size reduced. An engine that normally requires 1 cubic foot per preparation now only requires a 6" cube per. An engine that normally requires 8 cubic feet per preparation now only requires 1 cubic foot per.
  • Overclock: Any eldrikinetic engine that you create has its Push output increased by up to 20%, but its fuel requirements increase by 50% (including puissance) when you exceed its normal output.
  • Size Matters Not: Any eldrikinetic engine that you create ignores the modifier to Bulk for unusually dense or heavy materials. You can treat any kind of material as being normal density for its size category.
Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.