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Making an Electromaster:
Electromasters are classified as Espers, humans altered by numerous
surgeries, drugs, and therapies.
Abilities: You can choose your main stat: Choose: WIS, DEX, or INT.
Wisdom (WIS) and Dexterity (DEX) are the main and most important stats for
Electromasters, followed by Intelligence (INT), and Charisma (CHA).
Races: Human or Half-Human only.
Alignment: Any.
Starting Gold: 2d10*10
Starting Age: Any, powers typically start while they are young.
Starting Skill Points: (4 + Int MOD) * 6
Skill Points per level: 4 + INT mod
D&D 3.5 Skills: Balance (Dex), Diplomacy (Cha), Intimidate (Cha), Knowledge:
Science (Int), Sense Motive (Wis), Spot (Wis), Sleight of Hand (Dex), Bluff (Cha),
Intimidate (Cha)
Pathfinder Class Skills: Acrobatics (Dex), Fly (Dex), Intimidate (Cha),
Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Diplomacy (Cha),
Knowledge: Science(Int)
Features: 3, 6, 9, 12, 15, 18 + Class features Electromasters do not benefit
from Metamagic Feats, but do benefit from feats that affect your Ray/Ranged Touch
spells. (Point Blank Shot)
All abilities are nonverbal and do not require any
regents or hand motions.
Overcharge Points:
Abilities Known
Overcharge Points
Class Features:
Electromaster:
o You have free and total control over electricity.
>5 You can control the energy just
enough to make arcs and power your hands.
>10 You have free control over
electricity. (This does not allow you to turn your bolts around
and do extra damage, thatd be OP)
o You are naturally 100% resistant to
electricity. Electrical attacks are absorbed.
Electromagnetic Field: Electromasters passively emit an
electromagnetic field around them, causing minor uneasy to animals and
grants them the ability to sense anything that steps within their field.
o Reflex Bonus: +2 every four levels
Makes it impossible to be sneak
attacked, unless the enemy is 4 levels higher than you.
Bioelectric Field I IV: Your electricity acts as a natural barrier
against any attempt to attack or invade your mind.
Willpower Bonus: +2 every four levels
Forked Lightning: Line electrical attacks can fork to all visible
people within 10 feet of the main target, dealing additional damage. You
choose who can get hit.
o Damage: main damage
o Saving Throw: Reflex half
o Overcharge Cost: 1 point
Class Abilities:
Level 0:
Magnetize: Any targeted object within 30 feet picks up an
opposite charge, forcing the object to fly to your hand. Also allows
you to manipulate the object (example, turning a key from a
distance, pulls enemies weapons out of their hands).
o Casting Time: One standard action
o Weight: 10 lb (+25 per caster level)
o Range: 30 feet
o Duration: Concentration
Static Wall-climb: Electromasters have the ability to apply a
static charge to their body, to allow them to run, walk, and climb
any surface.
o Casting Time: Instantaneous
o Speed: Standard moving speed
o Duration: Concentration
Electromagnetic Radar: By sending out an electromagnetic
pulse, you are able to detect anything powered by electricity and all
life forms. The pulse starts from the center of you and expands
outwards, life forms hit bounce the signal back, creating a silhouette
of that life form.
o Casting Time: Instantaneous
o Duration: 3 minutes, allows for targeting
enemies without taking any cover penalty.
o Detection range: 75 feet (+100 feet/level)
o Pierces through walls, thick walls (15 feet of
stone) will bounce the signal back.
Minor Shock: You are able to generate a nonlethal amount
of electricity from your entire body and fire it at your enemy, forcing
their muscles to contract.
o Attack Type: Ranged Touch
o Casting Time: 1 standard action
o Range: 10 feet
o Stun: 3 rounds
o DC Half: Fortitude save of 10 + WIS mod +
spell level
Can make a save every round to
get out of the stun.
Arc Flash: With a small amount of control, you are able to
generate an electrical arc to flash in front of your opponents eyes
or create a bright flash around yourself, to blind enemies looking at
you.
o Attack Type: Ranged Touch on a specific target,
OR a 20 foot AOE around you (can blind allies if they are not
closing their eyes)
o Range: 30 feet
o Applies: Blind affect (-2 AC, loses DEX bonus to
AC, moves at speed, refer to page on Blindness status
effect) for 3 rounds.
o Saving Throw: Reflex half, if successful, target
gets the dazed debuff for 1 round instead.
Active Resuscitation: Wakes a person or creature up from
sleep, paralysis, or stuns and removes fear affects.
o DC to wake up: Beat enemies 10 + (Wis mod)
+ Concentration
Transfer Energy: Absorbs or transfers electrical energy from
one medium to the next.
Light: Generates a crackling and ever-shifting electrical arc
that provides light in an area.
o Casting Time: Instantaneous
o Light Radius: 15 feet
o Duration: 5 hours or until dispelled
Level 1:
[EL] Electrical Bolt: You generate a thin electrical arc from
your finger or around your body and send it at an enemy in a
manipulatable form.
o Casting Time: One standard action
o Line Attack: 100 feet (+10/level)
o Damage: 1d4 per caster level (max of 10d4)
(40 damage max)
o Benefits from: Forked Lightning, Plasma
Cutter
o Saving Throw: Reflex half
[EL] Electric Shock: Your body is surrounded by small arcs
of electricity which launch themselves in an artillery strike fashion
at an enemy, allowing you to hit enemies behind cover.
o Casting Time: One standard action
o Ray: 250 feet + 10/level
o Damage: 1d6 per caster level (max of 10d6)
(60 damage max)
o Benefits from: Static Field, Superbolt
Level 2:
[EL] Electrical Trap I: Transfer electrical energy to an item
or a square that is triggered by touch, dealing energy to that
square. Unused traps can be used to regain energy.
o Trap Time: 1d10+1 (+1 damage per level)
(decreases by 1 every round)
o Damage: Based on time remaining. Example: 7
rounds remaining = 7 damage
Lightning Leap: By creating a path with your electricity,
you are able to move quickly in any direction, even over jumps. Your
form glows blue as you quickly dash to your destination, to those
watching you; you are just a blue blur.
o Casting Time: Instantaneous
Level 3:
[EL] Channeled Burst: Using this ability allows you to fire a
huge channeled burst of electrical energy, slamming into the target.
melting points, you must determine where it will the blast will set
off. Works like fireball, but tosses enemies back as well.
o Casting Time: One standard action
o Range: 400 feet (+50/level)
o Instantaneous Detonation
o Area: 20 feet radius spread
o Knockback: 10 feet
o Damage: 1d6 (max of 10d6) (60 damage max)
o Saving Throw: Reflex half
Electrostatic Flight: You are able to control electrostatics
and ionize the air, producing a difference in voltage along your
body, allowing flight.
o Grants flying as long as you concentrate
(cannot cast abilities).
o Speed of 60 feet.
[EL] Organ Failure: Target one enemy and create an
electromagnetic pulse within their body, forcing their organs to fail
and will instantly be killed.
o Saving Throw: Fortitude half
o Range: 100 (+10 /level)
o Damage: 2d10
[EL] Improved Chain Lightning: The stroke of lightning you
generate chains from one object or creature then arcs off to other
targets.
o Range: 400 ft (+40 /level)
o Targets: One primary target + 3 secondary
targets
o Damage: 1d8 (max of 20d8) and main
damage per target hit.
o Saving Throw: Reflex half
o Benefits from: Plasma Cutter
Level 4
[EL] Tempest: Sparks flow freely through the air as they
surround enemies you choose, creating a large electrified area. The
targets are connected by lines of electricity. Those who pass
between two targets that are affected by this take damage equal to
your current level of lightning bolt.
o Area: 30 feet radius
o Damage: 2d4 per round
o Range: 100 feet (+30/level)
o Duration: 3 rounds
o Benefits from: Static Field after 3 rounds are
up, all targets must beat a Willpower contest against the
caster, if failed, the Static Field will instantly trigger, causing
the damage. If not Static Field will trigger after the normal set
time.
Lightning Trap III: Magnetic Repulsion: Your traps can take a
third form, this time your trap will force any around the trap to fly in
the opposite direction of the trap, within its area.
o Knockback: 35 feet (+5/level)
o DC: Strength or Balance
[EL] Focus Beams: By focusing your energy, you are able to
create two high focused beams of electricity from yourself, cutting
through objects with low melting point.
o Range Line Attack: 150 feet (+50/level)
o Damage: 3d20 (max of 7d20) (140 damage)
o Cool down: 2 rounds
o Benefits from: Plasma Cutter
[EL] Short Teleportation: Your image becomes blurry as you
begin to vibrate at intense speeds then your image suddenly fades.
Suddenly you reappear next to an area you choose. When you
arrive at the location, you can choose to do damage.
o Casting Time: 1 standard action
o Teleport Distance: 30 feet
o AOE: 5 feet around caster
o AOE Damage: 5d10
o Saving Throw: Reflex Half
[FR] Fusion Arc Blades: You generate plasma arcs, much
like a wrist mounted knife, that are hot enough to melt through
armor and weapons.
o Casting Time: Instantaneous
o Duration: 1 round
o Damage: 5d12 (15d12 max) (180 max)
Level 5:
[EL] Lightning Storm: You call a vertical stroke of lightning
down from the sky (or top of the room). Creates one vertical
lightning strike per caster level on an opponent or opponents. If
o Casting Time: 2 rounds
o Damage: 2d15 (max of 10d15) per target. (150
max)
o Strikes: One per caster level (per round)
o Range: 500 feet (+20/level)
o DC: Reflex Half
o Benefits from: Thunder, Superbolt (affects
one stroke of lightning)
[FR] Blue Jet: By controlling upper atmospheric electrical
phenomena, you summon a large ball of blue plasma that streaks
from above and explodes, coating enemies with burning goo.
o Casting Time: 2 rounds
o Damage: 6d20 (max of 9d20) (180 max)
o Saving Throw: Reflex half
o AOE: 10 feet radius
o AOE Saving Throw: Reflex full
o AOE Burn damage: 1d15 per round lasts 5
rounds
[FR] Meltdowner: Shifts electrons into a state of ambiguity,
forcing them to be stuck in a transition between a wave and a
particle, creating 3 destructive beams of plasma capable of melting
through most dense solids.
o Casting Time: Instantaneous
o Range Line Attack: 150 (+50/level) (can be
fired in three different directions)
o Damage: 5d20 (max of 15d20) (200 damage)
per target hit
o Cool down: 5 rounds after all 3 are shot
o Benefits from: Plasma Cutter
Control: With mastery over your bodys own electricity, you
are able to force yourself to move and perform actions to break out
of certain status effects. Forcibly control someone elses body
electricity to force them to perform actions.
o Saving Throw: Willpower
o Casting Time: 2 rounds
o Range: 150 (+10/level)
Level 6
[EL/FR] Railgun: By forming a parallel, but opposite
charged current on both sides of your arm, you are able to