some fluff text hereWhile most astronomers live in the spotlight, celebrities who know the movement of the heavenly bodies, some steal away into the spaces between atoms and photons, sneaking phenomena behind their opponents' eyes.
BECOMING A VOYEURA Voyeur is an
Astronomer who has learned some quantum.
ENTRY REQUIREMENTSSkills: Knowledge (the Planes) 8 ranks, Spot 8 ranks, Sleight of Hand 4 ranks
Skill Tricks: Any 1
Feats: Any Quantum feat
Observing: Ability to have at least 2 Inferior Conjunctions active simultaneously
Special: Ability to focus on a Constellation
Special: Sneak attack +1d6
Class SkillsThe Voyeur's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Hide (Dex), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Sleight of Hand (Dex), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int
Hit Dice: d8
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save |
Special |
Observing |
1st | +0 | +0 | +2 | +2 | Conjunction theft, sneak attack +1d6, star charts | +1 level of existing observing class |
2nd | +1 | +0 | +3 | +3 | Quantum technique | +1 level of existing observing class |
3rd | +2 | +1 | +3 | +3 | Resonating waveform | +1 level of existing observing class |
4th | +3 | +1 | +4 | +4 | Quantum technique, sneak attack +2d6 | +1 level of existing observing class |
5th | +3 | +1 | +4 | +4 | Bonus Quantum feat | — |
6th | +4 | +2 | +5 | +5 | Quantum technique | +1 level of existing observing class |
7th | +5 | +2 | +5 | +5 | Sneak attack +3d6 | +1 level of existing observing class |
8th | +6 | +2 | +6 | +6 | Quantum technique | +1 level of existing observing class |
9th | +6 | +3 | +6 | +6 | Improved conjunction theft | +1 level of existing observing class |
10th | +7 | +3 | +7 | +7 | Quantum technique, sneak attack +4d6 | +1 level of existing observing class |
Weapon Proficiencies: A Voyeur is proficient with all simple and martial weapons, light and medium armor, and shields.
Conjunction theft (Su): When you enter this class, you learn the most fundamental skill a Voyeur needs to operate: that of stealing Conjunctions from your opponents for use with your Quantum feats. Whenever you would be able to sneak attack a creature (even if that creature is normally immune to precision damage), you may forego the extra damage to make a Sleight of Hand check (DC 20) as a free action. If you are successful, you gain a Waveform (essentially a Conjunction in potentia). The next time you observe a phenomenon in the encounter modified by a Quantum feat, you may collapse the Waveform, using it to take the place of one additional Inferior Conjunction required by the Quantum feat. (If the Quantum modification requires the deactivation of additional Conjunctions, the Waveform supplies one of those as well.) You may only have one Waveform at a time, and my only apply a single Waveform to any given phenomenon. Any Waveforms you have stored dissipate at the end of the encounter.
Sneak attack: At 1st level, and every 3 levels after, your sneak attack damage increases by +1d6.
Star Charts: You add your Voyeur class level to your Astronomer levels for the purposes of determining the abilities and conjunctions you gain from your focused Constellation.
Observing: At each level except 5th, you gain an increase in Phenomena known and Observer level as if you had gained a level of an Observing class in which you had levels before entering this prestige class. You also increase your effective Astronomer level for the purposes of determining the number of Inferior Conjunctions you may have active at a given time. This does not grant you additional class features or any other benefits you would have gained from levels of that class.
Quantum technique (Su): You are a master of microscopic probabilities. Beginning at 2nd level, and every even level after, you learn one of the abilities listed below.
Quantum Techniques:Bell's Entanglement: You know that particles separated by great distance can still be interconnected, and by transmitting yourself along these causal linkages, you can move from one area to another. At will, you may make a Spot check as a swift action to teleport yourself (with no chance for error) a number of feet equal to your check result, rounded up to the nearest multiple of 5 feet. The new space must be within line of sight and line of effect, and must be able to support your weight. You can’t use this ability to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the action is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you.
Born's Superposition: Multiple occurrences can contribute to any given situation, due to the overlap of probability functions. Whenever you and an ally are both adjacent to a creature, you both count as flanking that creature (with all appropriate benefits) even if you are not in a configuration which would normally lead to flanking.
de Broglie's Wavelength: Revealed to your awareness is the sinusoidal momentum of all matter. You are automatically aware of the starting and ending point of any creature within 120 feet which moves more than 5 feet during its turn, even if the creature is invisible, ethereal, incorporeal, etc. If you cannot see the creature, it still has total concealment from you, as normal.
Dirac's Equation: With the proper mathematical tools, proper predictions can be made in nearly every situation. You can always act during a surprise round, even if you would have been surprised.
Fermi's Decay: You understand that much that exists is inherently unstable, and how to capitalize on that fact. Whenever you would be able to sneak attack a creature (even if that creature is normally immune to precision damage), you may forgo some number of dice of sneak attack damage to reduce the duration of ongoing effects which the target has active. For any effects which are neither permanent nor instantaneous (i.e., that have finite durations), each die of sneak attack damage you forego reduces the duration by 1 unit. For example, an effect with a duration in rounds is reduced by 1 round, while one with a duration in hours is reduced by 1 hour.
Feynman's Diagrams: The complex can be made simple and intuitive with the right application. Once per day per class level, you can make a Knowledge (the Planes) check in place of any other skill check, but increase the DC for the check by 5.
Pauli's Exclusion: Two objects cannot occupy the exact same place and state at the same time, which you can use to your advantage. Whenever a creature attempts to bull rush, grapple, or overrun you, or enter your square for any other means, you may spend an immediate action to gain the Incorporeal subtype until the beginning of your next turn. All of your equipment becomes Incorporeal with you.
Planck's Units: Fundamental measurements can be derived from first principles and natural constants, allowing communication (using common mathematics) between disparate consciousnesses. You can make a DC 25 Spot check as a move action to establish telepathic contact (as per the mindlink power, with a manifester level equal to your observer level) with any creature you can see.
Politzer-Wilczek-Gross Chromodynamics: The smallest particles in existence come in a rainbow array of colors, each with its own unique properties. By studying these miniature building blocks, you learn to be more adaptable in the most innocuous of situations. Once per two class levels per day, you may use a skill trick you know an additional time in an encounter.
Young's Duality: You recognize the juxtaposition between wave and particle which exists in everything. Whenever you observe a phenomenon which requires a touch attack (ranged or melee), you may channel the phenomenon through a regular melee or ranged attack as part of the same action. On a successful attack, the target takes damage from the attack and is affected by the phenomenon.
Resonating waveform (Su): Starting at 3rd level, you can use a stolen Waveform on any phenomenon you observe within a number of rounds equal to your Intelligence modifier before it dissipates (instead of being limited to the next phenomenon you observe).
Bonus Quantum feat: At 5th level, you gain a bonus Quantum feat for which you meet the prerequisites.
Improved conjunction theft: When you reach 9th level, your thievery reaches new heights of observation. You can store one Waveform per 5 ranks of Knowledge (the Planes) you have, and may use up to 2 Waveforms per phenomenon.