Grimsage Matt
2012-08-12, 09:52 PM
Magic, while nice, is hardly the only power out there. The Psions unleash the powers of their minds. The Swordsages and Warbaldes tap into intresting fields of martial power. The True Xenothurgist lets madness reshape reality. Truenamers remake the world on it's most primal level. And then, there are our peers, the Engineers.
They attempt to use physical laws to explore the universe. We however, are perhaps slightly more limited. We stick with exploring the metaphysical laws. However, even in that hazy realm between IS-IS NOT and What the hell? there are truths to be searched out. And we will find them.
Adventurers: Quantumists tend to adventure for simple reasons. They're looking for a awnser to one of the BIG questions. That also applies to science. Most of the time. They also tend to get lost in time and space.
Characteristics: Quantumists are a strange lot. Greatly concerned with the abstract layers of reality and their meanings and interconnected nature, they're born meddlers. They also don't know the meaning of "Curosity killed the cat". However, they do know, "But secerts brought him back."
Alginment; Quantumists tend slightly towards nutral or chaotic alginments. This is primarly because they mess around with the basic nature of space time, and tend not to think the little things through. They say they have the big picture. Ya right.
Background; Quantumists tend to have been trained, partially, by Recondites. Or been in contact with them. However, they also tend to have had contact with a Resonant and discover string theroy from them. But whatever the background, they do make some nice toys.
Races; Can they think about the nature of reality? They can be a Quantumist.
Other Classes; A Quantumist is very mobile, and can eventually do some decent attacking and control. Their exact role will depend on their Strings and Possibillities.
Class Skills
The Quantumists class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6+Int Modifier) x 4.
Skill Points at Each Additional Level: 6+Int Modifier
Abillities; Intelligence is the Quantumists key abillity score. It deterimes the amount of Quantum Points thay have to work with, and the save DC's for their abillities. Wisdom helps with some class features. As always, Constution is a good choice for third.
{table=head]Level|BAB|Fort|Ref|Will|Special
1|*|*|*|*|Quantum Points, Least Possibillity
2|*|*|*|*|String, Disruption(1d6), Idea
3|*|*|*|*|Least Possibillity, Q-Shift 10ft
4|*|*|*|*|String, First Concept
5|*|*|*|*|Least Possibillity, Disruption (2d6)
6|*|*|*|*|String, Another Idea! Q-Shift 20ft
7|*|*|*|*|Possibillity, Quantum Memory
8|*|*|*|*|String, Disruption (3d6), Second Concept
9|*|*|*|*|Possibillity, Q-Shift 30ft
10|*|*|*|*|String, Improved Idea
11|*|*|*|*|Possbillity, Disruption (4d6), Research
12|*|*|*|*|String, Third Concept, Q-Shift 40ft
13|*|*|*|*|Odd Possibillity, Next Improved Idea
14|*|*|*|*|String, Disruption (5d6), Trial and Error
15|*|*|*|*|Odd Possibillity, Q-Shift 50ft, Deflection
16|*|*|*|*|String, Advanced Idea, Fourth Concept
17|*|*|*|*|Odd Possibillity, Disruption (6d6)
18|*|*|*|*|String, Q-Shift 60ft, Advanced Idea
19|*|*|*|*|Unreal Possibillity, Best idea ever
20|*|*|*|*|String, Disruption (7d6), Quantum Overload[/table]
*- Quantum Divergence. At first level, the Quantumist must pick one of the following options. Once chosen, it cannot be changed later.
1) They recive a Full BAB, and one Good save.
2) They recive a Medium BAB and two good saves.
3) They Recive a poor BAB and Three good saves.
Quantum Points(EX); A Quantumist has a base pool of Quantum points equal to twice their class level plus their intelligence modifer. These points are used to fuel String abillities.
Disruption(EX); One of the Things the Quantumist learns how to do is to disrupt enemeys on the quantum level. This effect has a range of 60ft+5ft per class level. This is a force effect, and as such damages incorpral creatures. Some Ideas, Strings and Possibillities can modify them. This can be used as a ranged touch attack, or a melee touch attack.
Q-Shift(EX); Once per round, you can teleport the listed distance as a move action. This is a Extraordinary Quantum effect. There is no magic involved.
They attempt to use physical laws to explore the universe. We however, are perhaps slightly more limited. We stick with exploring the metaphysical laws. However, even in that hazy realm between IS-IS NOT and What the hell? there are truths to be searched out. And we will find them.
Adventurers: Quantumists tend to adventure for simple reasons. They're looking for a awnser to one of the BIG questions. That also applies to science. Most of the time. They also tend to get lost in time and space.
Characteristics: Quantumists are a strange lot. Greatly concerned with the abstract layers of reality and their meanings and interconnected nature, they're born meddlers. They also don't know the meaning of "Curosity killed the cat". However, they do know, "But secerts brought him back."
Alginment; Quantumists tend slightly towards nutral or chaotic alginments. This is primarly because they mess around with the basic nature of space time, and tend not to think the little things through. They say they have the big picture. Ya right.
Background; Quantumists tend to have been trained, partially, by Recondites. Or been in contact with them. However, they also tend to have had contact with a Resonant and discover string theroy from them. But whatever the background, they do make some nice toys.
Races; Can they think about the nature of reality? They can be a Quantumist.
Other Classes; A Quantumist is very mobile, and can eventually do some decent attacking and control. Their exact role will depend on their Strings and Possibillities.
Class Skills
The Quantumists class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6+Int Modifier) x 4.
Skill Points at Each Additional Level: 6+Int Modifier
Abillities; Intelligence is the Quantumists key abillity score. It deterimes the amount of Quantum Points thay have to work with, and the save DC's for their abillities. Wisdom helps with some class features. As always, Constution is a good choice for third.
{table=head]Level|BAB|Fort|Ref|Will|Special
1|*|*|*|*|Quantum Points, Least Possibillity
2|*|*|*|*|String, Disruption(1d6), Idea
3|*|*|*|*|Least Possibillity, Q-Shift 10ft
4|*|*|*|*|String, First Concept
5|*|*|*|*|Least Possibillity, Disruption (2d6)
6|*|*|*|*|String, Another Idea! Q-Shift 20ft
7|*|*|*|*|Possibillity, Quantum Memory
8|*|*|*|*|String, Disruption (3d6), Second Concept
9|*|*|*|*|Possibillity, Q-Shift 30ft
10|*|*|*|*|String, Improved Idea
11|*|*|*|*|Possbillity, Disruption (4d6), Research
12|*|*|*|*|String, Third Concept, Q-Shift 40ft
13|*|*|*|*|Odd Possibillity, Next Improved Idea
14|*|*|*|*|String, Disruption (5d6), Trial and Error
15|*|*|*|*|Odd Possibillity, Q-Shift 50ft, Deflection
16|*|*|*|*|String, Advanced Idea, Fourth Concept
17|*|*|*|*|Odd Possibillity, Disruption (6d6)
18|*|*|*|*|String, Q-Shift 60ft, Advanced Idea
19|*|*|*|*|Unreal Possibillity, Best idea ever
20|*|*|*|*|String, Disruption (7d6), Quantum Overload[/table]
*- Quantum Divergence. At first level, the Quantumist must pick one of the following options. Once chosen, it cannot be changed later.
1) They recive a Full BAB, and one Good save.
2) They recive a Medium BAB and two good saves.
3) They Recive a poor BAB and Three good saves.
Quantum Points(EX); A Quantumist has a base pool of Quantum points equal to twice their class level plus their intelligence modifer. These points are used to fuel String abillities.
Disruption(EX); One of the Things the Quantumist learns how to do is to disrupt enemeys on the quantum level. This effect has a range of 60ft+5ft per class level. This is a force effect, and as such damages incorpral creatures. Some Ideas, Strings and Possibillities can modify them. This can be used as a ranged touch attack, or a melee touch attack.
Q-Shift(EX); Once per round, you can teleport the listed distance as a move action. This is a Extraordinary Quantum effect. There is no magic involved.