Gravitonic Marauder (Homebrew Class)

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

**Role**: Buffing the blasters, battlefield control, debuffing the enemy, it all falls into the Gravitonic Masters bag of tricks.

**Alignment**: Must be Lawful or Chaotic

**Starting Wealth**: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

### The Gravitonic Marauder

#### Class Skills

The Gravitonic Marauder’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

### Class Features

All of the following are class features of the gravitonic marauder class.

#### Variable Source

The Gravitonic Marauder can draw his power from many different places. At level 1, she must choose for her magic to be either Divine, Arcane, Psychic or Psionic. Once made, this choice cannot be changed under any circumstances. If she chooses divine, her deity must be one with science or physics in their areas of concern.

#### Weapons and Armor Proficiency

Gravitonic Marauder's are proficient with simple weapons and light armor. If the Gravitonic Marauder is an arcane caster, armor interferes with a Gravitonic Marauder’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

#### Spells per Day/Spells Known

A Gravitonic Marauder casts arcane spells drawn primarily from the Gravitonic Marauder spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Gravitonic Marauder must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Gravitonic Marauder’s spell is 10 + the spell level + the Gravitonic Marauder’s Charisma modifier.

Like other spellcasters, a Gravitonic Marauder can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on **Table: Gravitonic Marauder**. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A Gravitonic Marauder’s selection of spells is extremely limited. A Gravitonic Marauder begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new Gravitonic Marauder level, she gains one or more new spells, as indicated on **Table: Gravitonic Marauder Spells Known**. (Unlike spells per day, the number of spells a Gravitonic Marauder knows is not affected by her Charisma score; the numbers on **Table: Gravitonic Marauder Spells Known** are fixed.) These new spells can be common spells chosen from the Gravitonic Marauder/wizard spell list, or they can be unusual spells that the Gravitonic Marauder has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered Gravitonic Marauder level after that (6th, 8th, and so on), a Gravitonic Marauder can choose to learn a new spell in place of one she already knows. In effect, the Gravitonic Marauder loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Gravitonic Marauder may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a Gravitonic Marauder need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

#### Cantrips

Gravitonic Marauders learn a number of cantrips, or 0-level spells, as noted on **Table: Gravitonic Marauder Spells Known** under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

#### Neutral Gravity *(Su)*

The Gravitonic Marauder learns, as an apprentice to control her own personal gravity. Her master will give her a backpack and fill it with more and more rocks every day, forcing the apprentice to control the gravity in her backpack to nullify the weight of the rocks. As a result, the Gravitonic Marauder adds her class level to her Strength score when determining her carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material she can carry. In addition, the Gravitonic Marauder may ignore any prerequisites for strength requirements on feats, class abilities or equipment.

#### Meteor Rain *(Sp)*

At 2nd level, you can use a focused gravity well to pull rain of tiny meteorites from orbit as a standard action. These meteors come down in a 5-foot column (for every 2 Gravitonic Marauder levels). The meteors inflict 1d8 points of bludgeoning damage + 1 fire damage, per 2 Gravitonic Marauder levels. A Reflex save halves this damage, but only if the affected character has enough movement speed to escape the affected area with a single move action. The save DC is equal to 10 + 1/2 your Gravitonic Marauder level + your Charisma modifier. She may use this ability a number of times per day equal to 3 + your Charisma modifier.

#### Bonus Feats

At 3rd, 6th, 9th, 12th, 15th and 18th level, a Gravitonic Marauder gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The Gravitonic Marauder must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The Gravitonic Marauder is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

#### Gravitic Levitation *(Sp)*

At 4th level, the Gravitonic Marauder learns how to manipulate her own personal gravity field enough that she can choose to levitate, as the spell, as an immediate action. She may only use this ability on herself. She may use this ability a number of times per day equal to 3 + your Charisma modifier.

#### Reverse Gravity Burst *(Su)*

At 5th level, the Gravitonic Marauder has learned to manipulate gravity defensively. Whenever a creature makes a melee attack against her, she may expend her attack of opportunity to unleash a burst of anti gravity from herself, knocking her foes back. Any creature within 5' for every 5 Gravitonic Marauder levels, must succeed on a fortitude save or be knocked 10' straight back from the Gravitonic Marauder. If the creature fails the fortitude save, they are knocked back and the attack is avoided. If they succeed, the attack proceeds as normal. The save DC is equal to 10 + 1/2 your Gravitonic Marauder level + your Charisma modifier.

#### Gravitic Impact *(Su)*

At 5th level, the Gravitonic Marauder has trained enough that they can manipulate the the impact point of any spell or attack they make. Any target struck by a confirmed critical hit must make a fortitude save or be knocked prone. The save DC is equal to 10 + 1/2 your Gravitonic Marauder level + your Charisma modifier. On a successful save, this ability has no effect.

#### Infinite Gravity *(Su)*

At 7th level, the Gravitonic Marauder learns how to direct her personal gravity fields in a manner than makes it harder to forcibly move her. She gains a bonus equal to her class level to her CMD for any maneuvers that would cause her to be moved. Good examples are bull rush, trip or overrun combat maneuvers. At 14th level, she gains these bonuses to her attempts to move others.

#### Velocity Boost *(Su)*

At 8th level, the Gravitonic Marauder learns how to attach a micro singularity to weapons and projectiles she wields or fires. This micro singularity increases the velocity of her attack, thus increasing the damage of your weapon as though it had increased size categories by one step for every 5 Gravitonic Marauder levels. This ability stacks with other abilities that increase the effective size of weapons.

#### Gravitational Immunity *(Sp)*

At 10th level, the Gravitational Marauder may choose at any point to ignore the negative effects of gravitational effects that they initiated. At 15th level, they gain the ability to ignore the negative effects of effects initiated by others.

#### Time Dilation *(Sp)*

At 10th level, the Gravitonic Marauder has learned how to create and manipulate gravity wells to such an extent that they can speed up or slow down time in their immediate vicinity while casting a spell. As a result, they no longer increase their casting time when adding metamagic to spontaneously cast spells. At level 15, the Gravitonic Marauder has increased their skills at gravity manipulation so greatly that all of their spells are cast one step faster than they would otherwise would have been. (Spells with a casting time greater than a full round action have their casting time halved.) Full round casting times become standard, standard becomes move, move becomes swift. Casting time cannot be accelerated lower than a swift action using this ability.

#### Gravitic Flight *(Sp)*

At 11th level, the Gravitonic Marauder learns how to manipulate her own personal gravity field enough that she can choose to fly, as the spell, as an immediate action. She may only use this ability on herself. She may use this ability a number of times per day equal to 3 + your Charisma modifier.

#### Gravity Step *(Sp)*

At 12th level, the Gravitonic Marauder begins using gravity to help herself move without difficulty. She gains +40' of movement speed and is never hindered by difficult terrain. This increases by another 10' for each character level gained after 12th.

#### Localized Gravity Field *(Sp)*

At 14th level, the Gravitonic Marauder can control localized gravity as easily as most people draw a sword. The Gravitonic Marauder can change the gravity in a room or hallway to make any surface the floor. Any creatures that fall towards the new floor takes normal falling damage unless they make an acrobatics check or reflex save with a DC equal to 10+ 1/2 Gravitonic Marauder level + Charisma Modifier.

#### Re-Tuned Gravitonics *(Sp)*

At 16th level, the Gravitonic Marauder has learned to tune his gravitational effects so that any class abilities or spells that control, alter or restrict movement are no longer negated by *freedom of movement* or other similar effects.

#### Gravitonic Marauder Spell List

0-Level

1st-Level

2nd-Level

3rd-Level

4th-Level

5th-Level

6th-Level

7th-Level

8th-Level

9th-Level

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