The Prime Mover

Spoiler
Show
"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), Craft (Int), 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
{table=head]Level|BAB|Fort|Ref|Will|Special |
Principles

1st|+0|+0|+0|+2|Material cause, meditant, telekinesis (minor)|
+0

2nd|+1|+0|+0|+3|Elder kinetic, telekinesis (levitate)|
+1

3rd|+1|+1|+1|+3|Formal cause, telekinesis (force)|
+2

4th|+2|+1|+1|+4|Elder kinetic, telekinesis (thrust)|
+3

5th|+2|+1|+1|+4|Initiate mediant, moving cause, telekinesis (maneuver)|
+3

6th|+3|+2|+2|+5|Elder kinetic, telekinesis (embiggened)|
+4

7th|+3|+2|+2|+5|Doctorate principles, final cause, telekinesis (fabricate)|
+5

8th|+4|+2|+2|+6|Elder kinetic, telekinesis (multitask)|
+6

9th|+4|+3|+3|+6|Master meditant, telekinesis (swift)|
+6

10th|+5|+3|+3|+7|Elder kinetic, first cause, telekinesis (simple)|
+7

[/table]

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.

Material Cause (Ps): You have spent a long time thinking about the stimuli that drive us towards certain actions, and you begin to see the patterns that arise underneath the material form. You can expend your psionic focus as a swift action while observing some object or creature in order to gain additional insight into it. At 1st level, this tells you the Plane of origin of the subject, as well as the primary material it is made out of.

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 again. 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 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 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 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 a special discovery related to eldrikinetics.

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.

Formal Cause (Ps): Beginning at 3rd level, you gain additional insight when you expend your psionic focus to discern a subject's cause. You now can see the patterns which surround it, and the relationships that made it possible. This manifests by being able to identify whether there are any ongoing supernatural, magical, or psionic effects on the subject, as well as the school and caster of level of such effets. You must decide which cause to investigate when you expend your focus.

Moving Cause (Ps): Beginning at 5th level, you gain additional insight when you expend your psionic focus to discern a subject's cause. You can now identify by sight all modes of movement or transportantion (including the magnitude of the speed) which the subject can use or allow. You must decide which cause to investigate when you expend your focus. If you spend a standard action instead, you can investigate any three causes you understand.

Final Cause (Ps): Beginning at 7th level, you gain additional insight when you expend your psionic focus to discern a subject's cause. These thoughts reveal certain truths to you about how the subject will eventually cease to move. You now can also identify by sight the subject's hit points, damage resistance, hardness, and energy immunities. You must decide which cause to investigate when you expend your focus.

First Cause (Ps): Beginning at 10th level, you gain additional insight when you expend your psionic focus to discern a subject's cause. All movements have a mover behind them, and this knowledge allows you to see the hidden powers that shape reality. You can now also identify any gramaric circuit which the subject is a part of, as well as all other components of the circuit (up to three circuits deep, if the subject's circuit is connected to other circuits). You must decide which cause to investigate when you expend your focus. If you spend a full-round action instead, you can investigate all five causes you understand.