Zom B
2010-01-15, 09:55 AM
Yes, I have made a class that microwaves people and walks through walls.
Mind over matter. A particulant carries this maxim to its extreme, exercising their mental control over the base particles that constitute matter, both their own and that of other creatures and objects.
Background
A particulant is a rare thing to hear of, even among those knowledgeable about psionics. Usually, a particulant either received some training in psionics but decided to mold their talents in their own fashion, or they discovered their psionic talent themselves and honed it in a different way than other psions. Becoming a particulant requires for one being to have both a knowledge of the workings of matter and psionic talent, something that rarely coincides. As a result, particulants usually rise from the 'upper crust' of society, where they are given an early and thorough education and tutelage.
Alignment
A particulant can be of any alignment, but due to the impartiality of their tutelage, most tend to be neutral in alignment.
Hit Die
d6.
Class Skills
The particulant’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Concentration (Con), Escape Artist (Dex), Heal (Wis), Knowledge (Any, chosen seperately) (Int), Open Lock (Dex), Psicraft (Int), Use Magic Device (Cha), Use Psionic Device (Cha)
A note on the skills selected: Some of these represent minor aspects of the particulant's mastery over matter. Appraise, Heal, Open Lock, and Use Magic Device are tied to the particulant's abilities to sense the physical states and properties of objects and people. Escape Artist represents a minor use of their ability to manipulate their own matter.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Table 1-1: The Particulant
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Accelerated Field
2nd|+1|+0|+0|+3|Perfect Self
3rd|+1|+1|+1|+3|Decelerated Field
4th|+2|+1|+1|+4|
5th|+2|+1|+1|+4|Slow Field
6th|+3|+2|+2|+5|Purity of Body
7th|+3|+2|+2|+5|Phase Walk, Perfect Self
8th|+4|+2|+2|+6|Wholeness of Body
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|Hyperacceleration
11th|+5|+3|+3|+7|Zero Field
12th|+6/+1|+4|+4|+8|Diamond Body, Perfect Self
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|
15th|+7/+2|+5|+5|+9|Radiant Field
16th|+8/+3|+5|+5|+10|Resist Disruption
17th|+8/+3|+5|+5|+10|Perfect Self
18th|+9/+4|+6|+6|+11|Timeless Body
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|Flawless Body[/table]
Class Features
All the following are class features of the particulant.
Weapon and Armor Proficiency
Particulants are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with their class abilities.
Accelerated Field (Su)
As a standard action, a particulant can establish areas in which the particles of creatures and objects are assailed by energies that excite these particles, creating heat inside targets caught in these invisible fields. Metallic objects in the field emit sparks, but otherwise there is no visible way for a creature to discern where a field begins or ends.
A particulant can place one field per particulant class level into any squares up to 30 feet away, and creatures and objects in these fields take 1d4 fire damage per round, but are allowed a Fortitude save to negate the damage. The save DC is 10 + 1/2 class level + Intelligence modifier.
The particulant must place these fields in squares adjacent to one another, but may also stack fields in the same square. Multiple fields in one square add their damage together, but creatures and objects only make one Fortitude save against all of the fields in one square. If a creature occupies multiple squares, they make Fortitude saves seperately against each stack of fields in squares they occupy.
An accelerated field remains so long as the particulant can maintain concentration on it (a move action), but a particulant can concentrate on multiple fields at the same time.
If a particulant wants to place new fields beyond their class level, established fields are removed in the order in which they were placed.
Perfect Self
A particulant works towards perfecting oneself by shoring up their weaknesses. At 2nd level and every five levels thereafter, the particulant selects a bonus feat from the following list: Great Fortitude, Iron Will, Lightning Reflexes, Toughness.
Decelerated Field
The particulant of 3rd level or higher can change any of their accelerated fields, either as they are placed or those already in existence, to decelerated fields instead. In a decelerated field, metallic objects do not emit sparks and the damage dealt is cold damage instead. Otherwise, a decelerated field behaves identically to an accelerated field. Decelerated fields count as accelerated fields for the purpose of determining the maximum amount of fields a particulant can place. A decelerated field is not affected by the Hyperacceleration or Radiant Field abilitites.
Slow Field
A 5th-level particulant gains the ability to modify their decelerated field so that creatures that are damaged by the field also risk being Slowed, as the spell, for one round after taking damage from your decelerated field.
Purity of Body (Ex)
A particulant can easily rid themselves from disease merely by purging them from their system. At 6th level, a particulant gains immunity to all diseases except for supernatural and magical diseases.
Phase Walk (Su)
A particulant of 7th level or higher can spread apart the particles composing their body, making himself less dense and substantial. In effect, he shifts particles of his body onto the Ethereal Plane for but a moment, allowing him to pass through objects and vice versa. For the length of one move action, the particulant can pass through any object whose hardness is less than his particulant class level. After each use of this ability, the particulant is Muddled (effects identical to fatigued). A particulant who was already muddled become Disrupted (effects identical to exhausted). A particulant who was already Disrupted takes 1d4 Con damage. If the particulant has no Con score, they take 1d4 Cha damage instead. As exhausted, after 1 hour of complete rest, a Disrupted character becomes Muddled. After 8 hours of complete rest, Muddled characters are no longer muddled. Note that no creatures are immune to becoming muddled or disrupted.
A particulant can likewise perform this ability as an immediate action in response to being attacked. In that case, this ability lasts until the beginning of the particulant's next turn.
Table 1-2: Object Hardness
Substance|Hardness
Paper or cloth|0
Rope|0
Glass|1
Ice|0
Leather or hide|2
Wood|5
Stone|8
Iron or steel|10
Mithral|15
Adamantine|20
Wholeness of Body (Su)
At 8th level or higher, a particulant can heal his own wounds. He can heal a number of hit points of damage equal to twice his current particulant level each day, and he can spread this healing out among several uses.
Hyperacceleration
At 10th level, the damage dice of a particulant's accelerated fields change to d6's. Creatures that succeed on a fortitude save to resist an accelerated field's damage now take half damage.
Zero Field
The particulant can power their decelerated fields to the point where a creature's particles cease to move. At 11th level, any time a creature takes damage from your decelerated field, the particulant can opt for the creature to make another fortitude save at the same difficulty or be affected as though by a Hold Monster spell. However, they are immune to almost all damage during this time, and any effect that has a duration cannot be cast upon them during this time. The creature is only subject to damage from your accelerated field, and taking damage from this source removes the Zero Field's effect.
Diamond Body (Su)
A particulant can purge poisons from their system. At 12th level, a particulant gains immunity to poisons of all kinds.
Radiant Field
At 15th level, a particulant can make his accelerated fields emit dangerous energies into the surrounding area. Creatures and objects in squares adjacent to an accelerated field take 1 fire damage per round with no saving throw to resist.
Resist Disruption (Ex)
A particulant of 16th level or higher has learned to resist the effects that phasing their body through other matter usually wreaks upon their bodies. Whenever they use their Phase Walk ability, they may attempt a Fortitude save, DC 15 + highest item hardness, to resist becoming muddled, disrupted, or further damaged. For instance, the particulant activates their Phase Walk in response to an arrow flying at them. The arrow has a wooden shaft but has a steel arrowhead, so the DC for resist disruption is 25.
Timeless Body (Ex)
Upon attaining 18th level, a particulant no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the particulant still dies of old age when her time is up.
Flawless Body (Su)
At 20th level, a particulant can repair the ravages of time on their bodies. As a result, they no longer die of old age.
Mind over matter. A particulant carries this maxim to its extreme, exercising their mental control over the base particles that constitute matter, both their own and that of other creatures and objects.
Background
A particulant is a rare thing to hear of, even among those knowledgeable about psionics. Usually, a particulant either received some training in psionics but decided to mold their talents in their own fashion, or they discovered their psionic talent themselves and honed it in a different way than other psions. Becoming a particulant requires for one being to have both a knowledge of the workings of matter and psionic talent, something that rarely coincides. As a result, particulants usually rise from the 'upper crust' of society, where they are given an early and thorough education and tutelage.
Alignment
A particulant can be of any alignment, but due to the impartiality of their tutelage, most tend to be neutral in alignment.
Hit Die
d6.
Class Skills
The particulant’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Concentration (Con), Escape Artist (Dex), Heal (Wis), Knowledge (Any, chosen seperately) (Int), Open Lock (Dex), Psicraft (Int), Use Magic Device (Cha), Use Psionic Device (Cha)
A note on the skills selected: Some of these represent minor aspects of the particulant's mastery over matter. Appraise, Heal, Open Lock, and Use Magic Device are tied to the particulant's abilities to sense the physical states and properties of objects and people. Escape Artist represents a minor use of their ability to manipulate their own matter.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Table 1-1: The Particulant
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Accelerated Field
2nd|+1|+0|+0|+3|Perfect Self
3rd|+1|+1|+1|+3|Decelerated Field
4th|+2|+1|+1|+4|
5th|+2|+1|+1|+4|Slow Field
6th|+3|+2|+2|+5|Purity of Body
7th|+3|+2|+2|+5|Phase Walk, Perfect Self
8th|+4|+2|+2|+6|Wholeness of Body
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|Hyperacceleration
11th|+5|+3|+3|+7|Zero Field
12th|+6/+1|+4|+4|+8|Diamond Body, Perfect Self
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|
15th|+7/+2|+5|+5|+9|Radiant Field
16th|+8/+3|+5|+5|+10|Resist Disruption
17th|+8/+3|+5|+5|+10|Perfect Self
18th|+9/+4|+6|+6|+11|Timeless Body
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|Flawless Body[/table]
Class Features
All the following are class features of the particulant.
Weapon and Armor Proficiency
Particulants are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with their class abilities.
Accelerated Field (Su)
As a standard action, a particulant can establish areas in which the particles of creatures and objects are assailed by energies that excite these particles, creating heat inside targets caught in these invisible fields. Metallic objects in the field emit sparks, but otherwise there is no visible way for a creature to discern where a field begins or ends.
A particulant can place one field per particulant class level into any squares up to 30 feet away, and creatures and objects in these fields take 1d4 fire damage per round, but are allowed a Fortitude save to negate the damage. The save DC is 10 + 1/2 class level + Intelligence modifier.
The particulant must place these fields in squares adjacent to one another, but may also stack fields in the same square. Multiple fields in one square add their damage together, but creatures and objects only make one Fortitude save against all of the fields in one square. If a creature occupies multiple squares, they make Fortitude saves seperately against each stack of fields in squares they occupy.
An accelerated field remains so long as the particulant can maintain concentration on it (a move action), but a particulant can concentrate on multiple fields at the same time.
If a particulant wants to place new fields beyond their class level, established fields are removed in the order in which they were placed.
Perfect Self
A particulant works towards perfecting oneself by shoring up their weaknesses. At 2nd level and every five levels thereafter, the particulant selects a bonus feat from the following list: Great Fortitude, Iron Will, Lightning Reflexes, Toughness.
Decelerated Field
The particulant of 3rd level or higher can change any of their accelerated fields, either as they are placed or those already in existence, to decelerated fields instead. In a decelerated field, metallic objects do not emit sparks and the damage dealt is cold damage instead. Otherwise, a decelerated field behaves identically to an accelerated field. Decelerated fields count as accelerated fields for the purpose of determining the maximum amount of fields a particulant can place. A decelerated field is not affected by the Hyperacceleration or Radiant Field abilitites.
Slow Field
A 5th-level particulant gains the ability to modify their decelerated field so that creatures that are damaged by the field also risk being Slowed, as the spell, for one round after taking damage from your decelerated field.
Purity of Body (Ex)
A particulant can easily rid themselves from disease merely by purging them from their system. At 6th level, a particulant gains immunity to all diseases except for supernatural and magical diseases.
Phase Walk (Su)
A particulant of 7th level or higher can spread apart the particles composing their body, making himself less dense and substantial. In effect, he shifts particles of his body onto the Ethereal Plane for but a moment, allowing him to pass through objects and vice versa. For the length of one move action, the particulant can pass through any object whose hardness is less than his particulant class level. After each use of this ability, the particulant is Muddled (effects identical to fatigued). A particulant who was already muddled become Disrupted (effects identical to exhausted). A particulant who was already Disrupted takes 1d4 Con damage. If the particulant has no Con score, they take 1d4 Cha damage instead. As exhausted, after 1 hour of complete rest, a Disrupted character becomes Muddled. After 8 hours of complete rest, Muddled characters are no longer muddled. Note that no creatures are immune to becoming muddled or disrupted.
A particulant can likewise perform this ability as an immediate action in response to being attacked. In that case, this ability lasts until the beginning of the particulant's next turn.
Table 1-2: Object Hardness
Substance|Hardness
Paper or cloth|0
Rope|0
Glass|1
Ice|0
Leather or hide|2
Wood|5
Stone|8
Iron or steel|10
Mithral|15
Adamantine|20
Wholeness of Body (Su)
At 8th level or higher, a particulant can heal his own wounds. He can heal a number of hit points of damage equal to twice his current particulant level each day, and he can spread this healing out among several uses.
Hyperacceleration
At 10th level, the damage dice of a particulant's accelerated fields change to d6's. Creatures that succeed on a fortitude save to resist an accelerated field's damage now take half damage.
Zero Field
The particulant can power their decelerated fields to the point where a creature's particles cease to move. At 11th level, any time a creature takes damage from your decelerated field, the particulant can opt for the creature to make another fortitude save at the same difficulty or be affected as though by a Hold Monster spell. However, they are immune to almost all damage during this time, and any effect that has a duration cannot be cast upon them during this time. The creature is only subject to damage from your accelerated field, and taking damage from this source removes the Zero Field's effect.
Diamond Body (Su)
A particulant can purge poisons from their system. At 12th level, a particulant gains immunity to poisons of all kinds.
Radiant Field
At 15th level, a particulant can make his accelerated fields emit dangerous energies into the surrounding area. Creatures and objects in squares adjacent to an accelerated field take 1 fire damage per round with no saving throw to resist.
Resist Disruption (Ex)
A particulant of 16th level or higher has learned to resist the effects that phasing their body through other matter usually wreaks upon their bodies. Whenever they use their Phase Walk ability, they may attempt a Fortitude save, DC 15 + highest item hardness, to resist becoming muddled, disrupted, or further damaged. For instance, the particulant activates their Phase Walk in response to an arrow flying at them. The arrow has a wooden shaft but has a steel arrowhead, so the DC for resist disruption is 25.
Timeless Body (Ex)
Upon attaining 18th level, a particulant no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the particulant still dies of old age when her time is up.
Flawless Body (Su)
At 20th level, a particulant can repair the ravages of time on their bodies. As a result, they no longer die of old age.