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View Full Version : The Quantumist (WIP, Need help)



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.

Grimsage Matt
2012-08-12, 11:26 PM
Reserved for Strings and Possibillitys (Need a bit of help there)

Possibillitys- These act in much the same way as warlock innovations. The effects are often subtle, little twists in chance. It's only later that the absurd becomes very likly indeed. These are swift actions, and may be used when it's not your turn. However, frequent usage of these abillites can create paradox (Currently, up to the DM. However, might add a rebound clause later).

Least Possibillities;

Lucky You; You may give one target in long range a luck bonus to one saving throw equal to 1+ 1/5 your class level.

Pebble underfoot; You may make a trip attempt against a target in medium range, using your int mod. This looks like they triped themselves.

Unfavourable Odds; You may give one target in long range a luck penalty to one d20 roll equal to 1+ 1/4 your class levels.

Not as Bad as it looks; You give a target in medium range DRX/- against one attack. X equals 1+1/3 your class level.

Worse then it Looks; A target in medium range takes 50% more damage from a single source of damage.

Guesswork; A target in long range may make a knowledge check as a free action, with a bonus equal to 1+ 1/2 your class levels. They may make this check even if they failed one against the target. They just forgot it ealier, and now they remebered.

You Forgot; A target in medium range either loses the last 1d6 rounds of memory, confusing them, or must remake a knowledge check. Will save to resist.

Possibillities

Sickening Disruption; You can alter your disruptions to become more... sickening to a target. This increases the damage by 1d6, and they must make a fort save or be nauseated for 1 round per 3 class levels. If they're immune to being nauseated, they're stuned for 1 round. Undead and constructs are stuned.

But this is what really happened; A target in short range may reroll a skill check. If this was a social skill check, or a skill check that the DM feels is use sensitive, there is a -2 paradox penalty, as reality is geting used to have happened diffrently.

Critical rebound; This can only be used if a target in medium range rolls a natural 1 on a attack roll. It's instead treated as a natural 20, against themself. Use this effect in addtion to any fumble charts.

Critical Cannon; When a target in medium range rolls a natural 20 on a attack roll, they can treat the damage as maximized before critical multipliers.

Grimsage Matt
2012-08-12, 11:27 PM
Reserved for Concepts and Ideas (Help welcome)

EdroGrimshell
2012-08-12, 11:40 PM
{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]

Grim, fixed the table, please just quote what i have here and copy-paste it

Wyntonian
2012-08-12, 11:45 PM
Grim, fixed the table, please just quote what i have here and copy-paste it

Oh god, thank you.


I'll wait for the strings, ideas and such to really get into PEACHifying this.

Merchant
2012-08-14, 02:30 AM
Could you explain the fluff/mechanics of ideas, strings, concepts, and possibilities.

I must warn you that I am not that good well versed in physics but attempted to look some quantum stuff up hoping to add some terms and more flavor to some class features.

Relativist: Undetectable Alignment >upgrades> Not Aligned(immune to any spells or affects based on alignment)
Shroedinger's Cat: An indestructible and harmless feline that allows you to undo a round. You can increase the amount of time you can do this per encounter. Or maybe you can roll an equal number of die and choose the higher roll.
[I saw this one manga were a character's power was based on Shroedinger's cat theory, and it made it so that the character didn't exist if no one was looking at her(she was incorporeal when not observed)]
Quarks:Building blocks of all things things-Fabricate/Minor Creation>>Major Creation>>?True Creation?
Gravity: Reverse and Increase Gravity
Time and Space Manipulation: Black Holes (storage or temporary placement of enemy)
Weak Force-Radiation (some type of poison effect)
ElectroMagnetism: Repel & Attract objects ( you are able to select these objects. Chosen several times, each time choosing a different object. Bonuses to disarm or a penalty to hit attack.
Taming Infinity:?? your stats keep increasing each round for a number of rounds == your INT mod. Or you you get additional rounds

Grimsage Matt
2012-08-14, 09:37 AM
Strings are going to be simmilar to engineer Vocations. A group of simmilar small abillities that you use Quantum points to activate. Fluffwise; They're you minpulating string theroy to accomplish things.

Possibilities are lower key, but act like warlock incovations. Technicly, you can use them at will, though they might have random effects. Plus, I'm going to take something from the Xenothurgist. Your messing with reality? You get Paradox (basicly, overuse posibillities, bad things happen.). Fluffwise; This is you minpulating Chaos theroy to acchomplish things.

Concepts are passive effects that add something. Currently, he's a warlock with a underpowered eldritch blast, Incovations that can backfire if not properly managed, and a set of limted use abillities. Will scale with level, and some of the ideas you posted look good. Fluffwise; Reailty has started to permently alter somethings about you.

Ideas are going to be tree-like. Think of them as domains. You pick a Idea, you get the basic abillity. When you get acess to a Improved idea, second abillity in the line. Same with advanced idea. But you can only get the final abillity in one idea line. Fluffwise; This is your guys ideas in how to minpulate reality.

Eldan
2012-08-14, 11:20 AM
It's Quantum! (ex):
The Quantumist can cause a Hideous Laughter effect for 1d4 rounds in creatures if they fail on a will save (DC 10+the quantumnist's charisma modifier+the target creature's skill ranks in Knowledge:physics). Creatures without ranks in Knowledge: physics are fascinated for 1d4 rounds instead.


:smalltongue: Sorry, couldn't help myself.