Electrokinecist (3.5e Prestige Class)

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This material is published under the OGL 1.0a.

ELECTROKINETICIST[edit]

Hit Die: d8.

Requirements[edit]

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

  • Alignment: Any chaotic.
  • Skills: Concentration 6 ranks, Craft (alchemy) 1 rank, Knowledge (local) 4 ranks. An electrokinecist needs to be able to concentrate their own mind, but also understand the minds of those around them.
  • Special: Must have stood out in a storm just to observe the beauty of the stormy sky.

Class Skills[edit]

The electrokineticist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).

Skill Points at Each Level: 6 + Int modifier.

Table: The Electrokineticist
Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Electricity Arc
2nd +1 +3 +3 +0 Electricity adaptation,hand of electricity
3rd +2 +3 +3 +1 Bolt of electricity
4th +3 +4 +4 +1 Electric Weapon
5th +3 +4 +4 +1 Nimbus
6th +4 +5 +5 +2 Electricity walk
7th +5 +5 +5 +2 Fear no electricity
8th +6 +6 +6 +2 Greater Electric Weapon
9th +6 +6 +6 +3 Electric death
10th +7 +7 +7 +3 Lightning Storm

Class Features[edit]

All the following are class features of the electrokineticist prestige class.

Weapon and Armor Proficiency: Electrokineticists gain no proficiency with any weapon or armor.

Electric Arc (Ps): A electrokineticist gains the ability to fire a spark of electrified ectoplasm up to 30 feet. She takes no damage from a electric arc she creates. The arc deals 1d8 points of electricity damage to a target within 15 feet on a successful ranged touch attack. A electrokinecist can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the electric arc, as well as any feats that apply to the use of a standard bow.

Electricity Adaptation (Ex): At 2nd level, a electrokineticist becomes resistant to electricity, gaining a +4 bonus on all saving throws against electric spells and effects. In addition, she gains resistance to electricity 10.

Hand of electricity (Ps): A electrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Lightning engulfs one of the electrokineticist’s hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of electricity damage.

Bolt of Electricity (Ps): Starting at 3rd level, as a standard action, a electrokineticist can launch a bolt of psionically manifested electricity at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of electricity damage for each class level the electrokinecist has.

Electric Weapon (Ps): At 4th level and higher, a electrokineticist can activate this ability as a move-equivalent action. Lightning that harms neither her nor the weapon engulfs one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of electricity damage on a successful hit. The weapon retains this effect for as long as the electrokineticist wields it.

Nimbus (Ps): Beginning at 5th level, a electrokineticist can activate this ability as a move-equivalent action. Flickering black lightning that harm neither the electrokineticist nor her equipment engulf her entire body. While she is electric, the character’s Charisma score increases by 4, she can make a melee touch attack for 2d6 points of electricity damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of electricity damage. This ability lasts for up to 1 minute per electrokineticist level and is usable once per day.

Electricitywalk (Su): Beginning at 6th level, as a free action a electrokineticist can expend her psionic focus (see the Concentration skill description) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A electricitywalking kinecist leaves footprints of electricity in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.

Fear No Lightning (Ex): At 7th level, a electrokineticist becomes highly resistant to electricity, gaining a +8 bonus on all saving throws against electricity spells and effects and also gaining resistance to electricity 20.

Greater Electric Weapon (Ps): At 8th level, when a electrokineticist activates her hand of electricity ability or her Electric Weapon ability, her unarmed attack or weapon deals an extra 4d6 points of electricity damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.

Zapped Death (Ps): A electrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the inerve voltage of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro’s Cha modifier) or die horrifically as its brain electrocutes itself. Even on a successful save, the target takes 4d8 points of electricity damage from the charge.

Lightning Storm (Ps): At 10th level, a electrokineticist gains the ability to create a massive burst of raging lightning around herself, zapping everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of electricity damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + electrokinecist’s Cha modifier) for half damage. Anyone failing the Reflex save against the storm must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense voltage.


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