Electromaster (3.5e Class)

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Electromaster

An Esper with the gift to control and manipulate electricity and magnetism.

Making an Electromaster

Some Electromasters are humans born with the ability to control electricity. Electromasters are typically the result of numerous scientific surgeries, drugs, and surgeries. As a result they cannot use magic.

An Electromaster is a unique ability to Espers. An Esper is an "Ability User" from "To Aru Majutsu no Index", they are the results of numerous scientific experiments, drugs, and surgeries.

Electromasters have the power to generate and manipulate electricity. This means that they can also manipulate magnetism. “Aside from generating and manipulating electricity, an Electromaster is said to be able to sense all phenomenon related to his or her power. All electric fields from the surrounding nature, along with all magnetic and electromagnetic information are processed subconsciously…” (Index Wiki) Those who are strong Electromasters also have the ability to see the flow of electrons, example: Electromasters are able to predict and deflect incoming electricity (or electron) based attacks.

All Electromasters involuntarily produce a strong electromagnetic field, which bothers animals and defends against mental attacks.

Electromasters are best as range damage dealers, but can hold their own in a melee fight, provided they have proper training. They are also able to apply an electrical current to any types of metal weapons for additional damage.


Abilities: Intelligence/Charisma, Constitution and Dexterity are important

Races: Strictly humans, or half-human only.

Alignment: Any.

Starting Gold: 2d10×10 gp

Starting Age: Simple

Table: The Electromaster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Volts
Fort Ref Will
1st +1 +0 +0 +2 Recharge I, Electromagnetic Field, Improved Unarmed Strike 1100
2nd +2 +0 +0 +3 Bonus Feat 1200
3rd +3 +1 +1 +3 Bio enhancement I 1300
4th +4 +1 +1 +4 Static Climbing 1400
5th +5 +1 +1 +4 Bonus Feat, Recharge II 1500
6th +6/+1 +2 +2 +5 1600
7th +7/+2 +2 +2 +5 High-Focus Electricity, Bio enhancement II 1700
8th +8/+3 +2 +2 +6 Bonus Feat, Electric Lance 1800
9th +9/+4 +3 +3 +6 1900
10th +10/+5 +3 +3 +7 Iron Sand Sword, Recharge III 2000
11th +11/+6/+1 +3 +3 +7 Bonus Feat, Bio enhancement III 2100
12th +12/+7/+2 +4 +4 +8 Bio-electric Protection 2200
13th +13/+8/+3 +4 +4 +8 Super Static Wallrun 2300
14th +14/+9/+4 +4 +4 +9 Bonus Feat 2400
15th +15/+10/+5 +5 +5 +9 Bio enhancement IV, Recharge IV 2500
16th +16/+11/+6/+1 +5 +5 +10 2600
17th +17/+12/+7/+2 +5 +5 +10 Bonus Feat 2700
18th +18/+13/+8/+3 +6 +6 +11 2800
19th +19/+14/+9/+4 +6 +6 +11 Bio enhancement V 2900
20th +20/+15/+10/+5 +6 +6 +12 Recharge V, Charged Iron Sand Sword 3000

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (engineering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: Electromasters are proficient in all simple and martial weapons. they are also proficient in light armor.


Skills: For an Electromaster to learn a skill it must have an Intelligence or Charisma stat of at least 10+ Skill Level (Example: 15 Int/CHA for 5th level Skills.) For saves against a skill is 10 + the Electromasters Intelligence/Charisma modifier. INT AND CHA


Volts

Electromasters work off of the electrical energy that is passively produced by their own body's. By using a skill the Electromaster drains from their energy reserves. Once he has ran out of energy, he cannot use any more of of his skills. He also cannot use a skill that has more energy than his current base


Table: Electromaster Skills Known
Level Skills Known
0 1st 2nd 3rd 4th 5th 6th
1st 3
2nd 4 2
3rd 6 3
4th 8 3 2
5th 4 4 3
6th 4 4 3
7th 4 4 4 2
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4 2
11th 4 4 4 4 3
12th 4 4 4 4 3
13th 4 4 4 4 4 2
14th 4 4 4 4 4 3
15th 5 4 4 4 4 3
16th 5 5 4 4 4 4 2
17th 5 5 5 4 4 4 3
18th 5 5 5 5 4 4 3
19th 5 5 5 5 5 4 4
20th 5 5 5 5 5 5 4


0— (Energy cost: 50 Volts)


Power On/Off: Power on or off any electric using machinery.

Transfer: Transfer battery power from one device to another that he is holding.

Alarm: Zap an ally to remove sleep or any of the Fear status affects (character whom is zapped rolls to see if they wake up. DC: 10/DM's discretion).

Pulse: Sense all electrical devices within a 25ft square radius.

Light: Create a light on the tip of your finger by using 50 Volts every ten rounds, illuminates as per the spell Dancing Lights.

Electric Clap: Create a loud noise with electricity by tapping on an object.

Magnetize: Send out a line of electricity up to 30ft in any direction that has an object that can be magnetized and pull yourself to it or it to you.

Lesser Magnetic Pulse: Push one opponent 1d4 squares away.

Lesser Trap: Transfer electrical energy in an item/one square that can be triggered by stepping/touching it. It will stay there for 1d4 + 1 rounds, and deals 1 damage.


1st— (Energy cost: 100 Volts)


Taser: A close range electrical charge that deals 1d8 + Int/Cha MOD damage, Stuns on crit for one round.

Lesser Zap: Shoot electricity out of your finger for 1d6 + Int/Cha MOD damage, range of 60 ft.

Lesser Shock: Shoot electricity from your entire body, radius of 5ft square surrounding you. Stuns for 1 round.

Lesser Energize: Zap yourself with energy! Move 5ft for every 5 hp you lose.

Lesser Electrical Stomp: Stomp on the ground producing an electrical current within a 10ft square radius for 1d6 + Int/Cha MOD damage.

Trap: Transfer electrical energy in an item/one square that can be triggered by stepping/touching it. It will stay there for 1d6 + 1 rounds, and deals 1 + Int/Cha MOD damage.

Ball Lightning: Shoot an unstable electrified ball from your palm, range of 30 ft and 10 ft square for 1d6 + Int/Cha MOD .

Power Kick: Kick a wave of an electrical current that deals 1d6 + Int/Cha MOD. 10ft cone.

Magnetic Pulse: Push one opponent back 1d6 squares.


2nd— (Energy cost: 200 Volts)


Energize: Multiply your Base Land Movement for this turn by 2 by taking 1d6 damage.

Lighting Strike: Summon a lighting strike from either above, or below to strike your opponent anywhere within 60ft for 4d6 + Int/Cha MOD

Electrical Stomp: Stomp on the ground producing an electrical current within a 15ft square radius for 4d6 + Int/Cha MOD.

Lightning bolt: Shoot electricity from your body, palm, or finger, radius of 10ft surrounding you. Stuns for 1d4 + 1 rounds.

Electromagnetic Field: Weapons and armor that have anything that can be magnetized will be pulled to the ground for 1d6+1 rounds, radius of five squares around the user. Those wearing magnetized armor must make a strength check. All those with magnetized weapons must make a strength check to keep hold of their weapon. Also, magnetizable projectiles will immediately fail in this zone. Finally, when you move, the field stays where you created it.

Magnetic Push/Pull: Push or pull all magnetizable items/weapons in any direction, radius of 30ft. 100ft range.

Electrical Wall: Make a wall of pure electricity, blocks all magnetizable projectiles, 25ft long, 5ft wide.

Greater Trap: Transfer electrical energy to an item or one square that can be triggered by stepping/touching it. It will stay there for 2d6 + 2 rounds, and deals 2d6 + Int/Cha MOD.


3rd— (Energy cost: 300 Volts)


Energetic Trap: Transfer electrical energy to an item or one square that can be triggered by stepping/touching it. It will stay there for 3d6 + 3 rounds, and deals 4d6 + Int/Cha MOD.

Static Dash: Charge towards your opponent using static electricity within 60ft in a straight line and attack. This does not provoke an attack of opportunity.

Static Grapple: Combine static electricity with your grapple to stop any chance of them escaping your grapple. You must still roll for the attempt to grapple. When this skill is activated, roll 1d4+1 for how long they're stunned, whether you hold them or not.

Static Jump: Jump into the air and release a barrage of miniature lighting strikes from your feet and hands. 2d6 damage. You fire these in a 10 ft squares (nine in all) anywhere within a 60 ft square radius.

Electron Beam Emission: Shoot two high focused electrical beams from your palms, dealing 5d6+INT(CHA) MOD damage. two 60 ft lines

Lightning Barrage: Summon 4 lightning strikes upon any opponents within 100 ft each dealing 4d6+INT(CHA).

Greater Energize: Double base land movement speed for 2d6 rounds.


4th— (Energy cost: 400 Volts)


Master Stomp: Stomp on the ground producing an electrical current within a 10 ft radius for 8d6+INT(CHA) MOD damage.

Master Kick: Kick a wave of an electrical current that deals 8d6 + Int(CHA) MOD. 15 ft cone.

Master Ball: Shoot an Unstable Electrified ball from your palm , range of 100 ft, with a 10 ft radius explotion for 5d6 damage and stuns for 1 round no save for stun.

Master Zap: Shoot a zigzagging electrical line at your opponent, dealing 10d6+INT(CHA)

Indiscriminate Shock: Electricity erupts from you in a 35 ft radius towards your opponents, dealing 6d10+INT(CHA) on a failed CON save from all effected by the spell, half damage on a successful CON save. Additionally, a 1 round stun is applied to those who failed the CON save and took full damage. Using this spell comes with exhaustion meaning you will not be able to make any type of action for one round. (1 use per long rest)

Master Field: Create a magnetic field 50ft radius surrounding you that lasts for 10 minutes, all magnetizable weapons, armor, and projectiles are pulled to the ground. Those with magnetizable armor cannot move once in this field. If at the edge of the field, they can attempt to escape (DC of 10 + Int and Cha) for a full round action. When you move, the field stays where it is.

Master Shock: Shoot electricity out of any part of your body, radius of 15 ft, dealing 5d6 damage and stuns for 2d4+2 rounds (fortitude save negates stun).


5th— (Energy cost: 500 Volts)


500 Amps Charge: Charge up 500 Amps into your palm or weapon, x3 to Damage. Takes a full round action to charge.

Lighting Storm: Summon 8 lightning strikes upon any opponents within 100 ft each dealing 4d6+INT(CHA). Takes a full round action to charge.

Ion Storm: By sending and condensing your electricity with a storm cloud, rain down blobs of plasma from the heavens bashing 15d6+Int/Cha. 20 ft radius.

Plasma Beam: Condense up your electricity and run the current through air towards your opponent producing plasma, dealing 15d6+Int/Cha. Hits all those in a 120 ft line.

Electromagnetic pulse: EMP, Completely destroy anything with circuitry, within 10d10 miles. Takes 1 minute to charge.


6th— (1500 Volts)


Railgun: You flip a coin and flick it sending a powerful electromagnetic pulse through it which hurls it to a speed that exceeds Mach 7, rolls 20d10+INT(CHA) MOD with a range of 50 squares. Add 750 more Amps for another 10d10 damage, can be stacked further. Takes 1d4 rounds to charge.

By using Fleming's Left Hand rule, an Electromaster is able to propel a metal object at 1032 m/s. Destroying anything within its path.

Duel Plasma Beam: Condense electricity into both hands and shoot two 120ft lines both dealing 15d6+Int/Cha.

Energy Dash: Triple movement speed for a number of rounds equal to your level

Class Features

Recharge I: Drain Energy from any electricity consuming machinery nearby. By doing this, the Electromaster will add recharge his Energy, the DM decides how much is received.


Recharge II: Every round recharge your energy by 50.


Recharge III: Recharge Rate increases to 100 energy per round.


Recharge IV: Recharge Rate increases to 150 energy per round.


Recharge V: Recharge Rate increases to 200 energy per round.


Electromagnetic Field: The Electromaster generates a constant magnetic field around himself, he is able to use this field to pick up small magnetic items as per the spell Mage Hand


Bio enhancement I: The Electromaster begins to understand how his powers can effect his body. Gain +10 movement speed and +1 to dex.


Bio enhancement II: The Electromaster begins to further understand how to use his powers to control his body. He gains +1 bonus to all of his physical ability scores.


Bio enhancement III: The Electromaster learns how to increase the effects that his powers place on his body. Gain a additional +10 movement speed +2 to dex.


Bio enhancement IV: By using his own electricity the Electromaster is able to directly control his body, and completely bypassing the nervous system. this allows him to react to threats much more quickly than he normally could. Gives +4 to reflex saves and the effects of a rouges evasion.


Bio enhancement V: The Electromaster has gained total mastery over his own body. double all previous bonuses gained (Total +40 movement speed, +2 str +8 dex +2 con, +8 to reflex saves, Improved evasion)


Bio Protection: The Electromaster is able to greatly enhance her body's basic healing ability's giving her fast healing equal to their Int/Cha Mod


Static Climbing: Using Static electricity an Electromaster may run on walls, climb walls, but movement speed is halved.


Super Static Wallrun: the Electromaster may now move at his full speed while running on walls, and can now jump from wall to wall, and take no fall damage.


High-Focus Electricity: By condensing your electricity into a small single current, you are able to cut into dense objects. (at the DMs discretion)


Electric Lance: Form an electric lance, that has a range of 5ft and deals 1d8 damage.


Iron Sand Sword: Bring iron from the dirt to form a chainsaw-like sword, that is much sharper. Deals 2d6 damage x3 critical.


Charged Iron Sand Sword: Bring the iron sand and charge it with electricity it making making the sand spin much faster than normally and dealing additional electrical damage. deals 3d6 damage + 2d6 electrical damage x3 crit


Feats Feats given within this class can be spent on non-class feats, but natural feats cannot be used for this class's special feats.

Feat list

Car Battery: Carry around a car battery as a backpack (2000+ Energy)

Electricity: The Electromaster is able to Channel electricity though any metal weapon or natural attack, adding +4 to damage rolls.

Magnetic Field: When the Electromaster succeeds against a mind altering effect the caster make a will save or take 1d6+INT/CHA in electrical damage

Ex-Electromasters

Electromasters may multi-class, but cannot completely leave since they are born with it. They may not use magic, otherwise it will slowly kill them.

Epic Electromaster

Table: The Epic Electromaster

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic Electromaster gains a bonus feat (selected from the list of epic Electromaster bonus feats) every <-number of feats per level-> levels after 20th.

Epic Electromaster Bonus Feat List:

Deathgun: Railgun is doubled in damage, however all other 9th abilitys are unable to use.

Super Charger: Volts are doubled however every attack is lowered by one hit die.

Plasmaster: All attacks that can be moved up a hit die are moved up, every attack cost 200 more Volts.

Human Electromaster Starting Package

Weapons: Electric Lance 1d6, 1 simple weapon of choice

Armour: Leather

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat:

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: Modern clothes, school uniform

Gold: 2d10 with a base of 10 gp.

Campaign Information

Playing a Electromaster

Religion: Electromasters are mostly non-religious, they believe strictly in science. However there are a few rebels out there.

Other Classes: Electromasters are either Friendly, or hot-headed/always aggressive and HATE Magic users.

Combat: Support, Heavy Hitter.

Advancement: Electromasters must work hard to obtain their skills, they may learn from Teachers, or just from leveling.

Electromasters in the World

Enough of this, let's flip a coin
—Drake, Human Electromaster

Electromasters are supposed to be a modern class, however you could do whatever.

Daily Life: Electromasters spend most of their time training their ability thriving for strength.

Notables:

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: Electromasters are very rare to ever cross, they look like regular people. But after they get mad or agitated electrical shocks start to appear on them, also any animals near them are damaged due to their constant Magnetic Field.

Electromaster Lore

Characters with ranks in knowledge can research Electromasters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 Electromasters constantly generate magnetic fields.
10 Eletromasters can cause an EMP like effect to electronics.
15 Electromasters constantly power any turbine engine near them, and cause physical pain to those with 'Mind' orientated ability's.
20 Electromasters are part of an expieriment with Personal Realitys, they are non-religious, and dislike pools.

Electromasters in the Game

Electromasters play the role of Support, and Heavy hitter, but all around a Glass Cannon.

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: A worker in a powerplant, A Student at highschool, or a sudden appearance after a storm.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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