Collider

Some warpminds have unlocked the secret technique to breaking the laws of teleportation, allowing them to teleport their enemies into objects or into one another.

Due to this prestige class’s ability to break the rules of teleportation (see *Pathfinder Core Rulebook* page 209 for the full restrictions to teleportation), make sure your gamemaster fully understands the abilities of this class. These abilities have been balanced and are no more powerful than certain powers that psionicists of such level could manifest, but because of their rule-breaking they are not for every game.

**Role:** Like warpminds, colliders are expert tacticians, moving their enemies around the battlefield like pieces in a board game. Colliders possess unique (and dangerous) abilities for teleporters that make them formidable combatants. Colliders prefer to stay out of the heat of melee, staying on the edge of combat and using their abilities to keep enemies from getting too close.

**Alignment:** Colliders can be of any alignment.

**Hit Die:** d6

### REQUIREMENTS

To qualify to become a collider, a character must fulfill all the following criteria.

* **Skills:** Autohypnosis 12 ranks, Knowledge (psionics) 12 ranks.
* **Special:** Must possess the warp and teletechnique abilities.

**CLASS SKILLS:** The collider’s class skills are Autohypnosis (Wis), Intimidate (Cha), Knowledge (psionics) (Int).

**Skill Ranks Per Level:** 2 + Int modifier.

### CLASS FEATURES

The following are the class features of the collider.

### **Weapon and Armor Proficiency**

Colliders gain no proficiency with any weapon or armor.

### **Manifesting**

At each level indicated on Table 5-2: The Collider, a collider gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds the level of collider to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a collider, she must decide to which class she adds the new level of collider for the purpose of determining power points per day, powers known, and manifester level. If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels.

### **Teletraining**

A collider adds her level to any levels of warpmind she might have for the purpose of meeting the prerequisites and benefits of feats and teletechniques, as well as for the purpose of calculating the DCs of her warp and teletechniques. This does not grant the collider increased warpmind level for any other purposes (such as warp distance, televiscerate damage, or teletechniques).

### **Colliding Warp (Su)**

At 1st level, a collider learns to use her warp ability to teleport an enemy into another enemy. By expending her psionic focus and one of her daily teletechnique uses, the collider can attempt to warp one target into a second target within warp distance of the first. While the target of the warp gets the normal Will save to avoid being teleported, the second target instead gets a Reflex save to take ½ damage (Reflex save DC equal to warp DC). Both targets take damage equal to the warpmind’s televiscerate damage, and the teleported target is then deposited into a 5 foot square adjacent to the second target.

If this ability deals enough damage to reduce both targets to 0 HP, they are warped together into one hideously combined form and rest in the same space rather than the teleported target being ejected into an adjacent space.

### **Bonus Distance (Ex)**

At 2nd level, a collider adds 5 feet to her warp distance. At 4th level, this bonus increases to 10 feet.

### **Dropping Warp (Su)**

At 3rd level, a collider learns to use her warp ability to move the target into a location in the air above the ground, dropping them from a height. The target can be teleported vertically a distance equal to the collider’s warp distance. This vertical movement can be combined with horizontal movement, as long as the total distance equals her warp distance. For example, a character with a warp distance of 40 feet could potentially use Dropping Warp to teleport their target 30 feet vertically into the air and 10 feet horizontally, or any combination as long as the sum of the distance equaled 40 feet.

The dropped creature takes 1d6 points of damage per 10 feet fallen (to a maximum of 20d6) and falls prone. The creature can avoid damage from the first 10 feet fallen by making a DC15 Acrobatics check and converts any damage from the second 10 feet to nonlethal damage.

If the target creature is dropped onto another creature, it’s considered a falling object. The second creature is knocked prone and takes damage depending on the size of the creature (see Table 2-7: Damage From Falling Objects on page 31), and is allowed a DC20 Reflex save to take half damage and not be knocked prone.

### **Bonus Size Category (Ex)**

At 4th level, a collider can affect up to one size category larger with her warp ability.

### **Entombing Warp (Su)**

At 5th level, the collider learns to teleport her enemies into objects. Once per day, by expending her psionic focus, a collider can use her warp ability to teleport a creature into a solid surface or object larger than the target that is within warp distance of the target. If the warp attempt succeeds, the creature becomes partially embedded into the surface or object. The target creature is considered helpless, and suffers 9d6 points of damage + 1d6 damage per round until freed.