Electromaster, Variant (3.5e Class)
From D&D Wiki
- 1 Electromaster
- 2 Making an Electromaster
- 3 Class Features and Overcharge Points
- 4 Electromaster Class Features
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. (For more on the Electromaster’s background and capabilities, refer to the Electromaster page on the To Aru Majutsu no Index Wiki)
All Electromasters involuntarily produce a strong electromagnetic field, which bothers animals and deflects against mental attacks. Electromasters are best as range damage dealers, but can hold their own in melee encounters. They are also able to apply an electrical current to any types of metal weapons for additional damage.
Making an Electromaster
Electromasters are classified as Espers, humans altered by numerous surgeries, drugs, and therapies.
Abilities: Primary stat can be either Charisma, Intelligence, or Wisdom. The most important ability score afterwards is Dexterity.
Races: Human only
Starting Gold: 2d10*10 Weapon and Armor Proficiency: Light Armor. simple weapons.
Weapon and Armor Proficiency: Light Armor. simple weapons.
Starting Age: Any, powers typically start when they are young.
|1st||+0||+1||+1||+2||Electromaster, Electromagnetic Field I||1||0|
|5th||+3||+2||+2||+3||Bioelectric Protection I, Electromagnetic Field II||8||6|
|9th||+6/+1||+2||+3||+5||Bioelectric Protection II, Electromagnetic Field III||24||10|
|10th||+7/+2||+2||+4||+5||Electromaster II, Superbolt||28||11|
|13th||+9/+4||+3||+5||+6||Bioelectric Protection III, Electromagnetic Field IV||52||14|
|17th||+12/+7/+2||+5||+7||+8||Bioelectric Protection IV, Electromagnetic Field V||92||18|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
A quick note about Multi-classing into Magic: Electromasters CANNOT use magic naturally. To use magic they would need some kind of item that would perform the magic for them. If an Electromaster does use magic they will be subject to damage equal to their current HP + 5.
Class Features and Overcharge Points
Overcharge Points: Overcharge points (OP) is system taken from 5e Sorcerer and Pathfinder's Gunslinger Grit points. It basically allows for the caster to spend these points to caster another ability slot at a certain level or enable the use of one of the Electromaster Feats. You regenerate these points after every long rest period.
|Ability Slot||Overcharge Cost|
Electromaster Class Features
Electromaster I: Gives you free and total control over electricity and magnetism.
- You are naturally 100% resistant to electricity. Electrical attacks are absorbed.
- Grants the Control Electricity and the Detect Metal ability (both are located on the Google Doc page)
- Control Electricity Allows for the control and manipulation of electricity.
- Detect Metal Allows the PASSIVE detection of metal. At any moment an Electromaster can declare they want to sense for metal. The metal’s composition will be revealed upon usage.
Electromaster II: Your Level 0 abilities now cost 0 Energy Points
Electromaster III: All abilities costs (except for Level 0) are reduced by 2
Electromagnetic Field: Electromasters passively emit an electromagnetic field around them, causing minor uneasiness to animals and grants them the ability to sense anything that steps within their field.
- 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. Any attempts to breach your mind that fail will deal 1d6 electrical damage back to the caster.
- Willpower Bonus: +2 every four levels
Forked Lightning: Electrical line attacks can fork to all visible people within 10 feet of the main target, dealing additional damage. You choose who can get hit.
- Overcharge Cost: 1 point
- Damage: Two dice rolls from your main damage. (Example 6d4 on primary, 2d4 on secondaries)
- Saving Throw: Reflex half
Static Field: You apply an additional burst of energy that explodes after a set amount of time.
- Overcharge Cost: 2 points
- Certain attacks will add the Static Field debuff to the enemy attacked. Enemy’s that perform actions with the Static Field debuff active gain 1 charge. After 5 charges are gained, the enemy with explode with electrical energy doing 1d12 damage to itself and 1d4 damage to enemies 5 feet away.
Thunder: The sound of thunder echoes in the ears of those unfortunate enough to get struck.
- Overcharge Cost: 0 points
- Deals 1 point of sonic damage per caster level. If the ability allows enemies to make a Reflex Save associated with the ability, this damage is also halved.
- Adds the deafened debuff, unless they make a successful Fortitude roll.
Superbolt: Every 1 in 1,000,000 natural bolts of lightning is a superbolt. You can force a Superbolt to happen; by putting more energy into abilities allowing for it (will say in ability description).
- Overcharge Cost: 3 points
- Extra damage: +3 additional die rolls
Redirection: Electrical attacks that are normally absorbed by you can be redirected back to the enemy to deal the damage dealt to you back at them. You can grab electrical energy from a 15 foot radius around yourself and redirect it.
- Overcharge Cost: 1 point
Plasma Cutter: Certain line and melee attacks will allow the user to cut through objects and limbs with increased accuracy.
- Overcharge Cost: 3 points
- Accuracy Bonus: +2 on melee attacks rolls
- Line Additional Damage: +3 die rolls
Magnetic Strength: Exerting extra force causes the opponent to make their Saving Throw again when affected by certain abilities. The lower of the two rolls will be taken.
- Overcharge Cost: 3 points
Static Remnant: Once a day you are able to dodge an attack that would normally hit. While you dodge out of the way the enemy cuts through a static replica of yourself, causing them to take damage. Damage: 3d6
- Overcharge Cost: 0 points
- Can be used as a free action during an enemy's turn.
Abilities: Electromaster's choose their spells from the following list:
- All abilities and Class Features are classified as Extraordinary(Ex) and are not subject to spell resistance or the anti-magic shield.
Unless your DNA gets altered such that you are no longer biologically a human, these powers are permanent.
|21st||Bioelectric Protection V, Epic EMF VI|
|25th||Epic Bioelectric Protection VI, Epic EMF VII, Epic Superbolt|
|29th||Epic Bioelectric Protection VII, Epic EMF VIII|
<8> + Int modifier skill points per level.
Epic Bioelectric Protection: Every four levels you gain 4 more to your Willpower Epic Electromagnetic Field (EMF): Every four levels you gain 4 more Reflex Epic Superbolt: TBD
Bonus Feats: The epic Electromaster gains a bonus feat (selected from the list of epic TBD bonus feats) every <-number of feats per level-> levels after 20th.
Epic Electromaster Bonus Feat List: Epic Bioelectric Protection: Every four levels you gain 4 more to your Willpower
Epic Electromagnetic Field (EMF): Every four levels you gain 4 more Reflex
Epic Superbolt: TBD
Human Electromaster Starting Package
Weapons: None or a medium sized dagger.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Diplomacy||4||<-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: Electromaster, Electromagnetic Field I.
Bonus Feats: Improved Initiative.
Gear: A messenger-styled back pack. Modern-looking clothes with no AC bonus.
Playing an Electromaster
Religion: Electromasters were most likely raised in a city where the primary population is Atheist, they most likely do not believe in any Deities.
Other Classes: Depending on the character, they might see other casters as friendly rivals.
Combat: They are 95% damage dealers and 5% utility. They should be staying further back and hurling electricity from a distance. Iron Sand Weapon is good for when you have to get closer to enemies.
Advancement: Electromasters learn by doing. The more they use their powers, the more they are able to experiment with different techniques. If you do not have experience with controlling your powers, then you won't be able to manifest anything strong. As far as multiclassing goes, almost anything can work. Electromasters CANNOT use magic. If they do, they run the potential of dying. (Damage dealt to the player using magic should be equal to their current Health Pool + 5.
Electromaster's in the World
|“||It isn't magic! Stop asking me to do magic!||”|
|—Rouh Hoshi, Human Electromaster|
Daily Life: Stuck in a research facility, being studied. Maybe treated as an abomination by others who know of your talents.
Notables: (My own character?)
Organizations: Unless there are others in your world that have gone through the similar experience of being studied, there probably aren't very many others. They typically keep to themselves.
NPC Reactions: They'll either think you're some kind of crazy lightning mage or an abomination.
Characters with ranks in Knowledge Science (specifically Biology and Physics) 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.
|5||They look like they're able to control electricity and electrical attacks most likely have no effect on them.|
|10||When emotionally distressed or excited, arcs of electricity involuntary spark around the Electromaster. The electricity the use is "natural" in the sense that it is naturally produced by themselves.|
|15||Electromasters passively emit an electromagnetic field that detects objects within the vicinity and protect them from enemies that attempt to breach their mind. If an Electromaster uses magic, it could be potentially fatal.|
|20||Being an Electromaster is very unnatural in the sense that they are altered in some way that affects their DNA. Electromasters typically grow up in controlled environments, and there are most likely many other users (not just Electromasters) that fit the same typology. The ultimate goal to the creation of Electromasters and the other users is unknown.|
Electromasters in the Game
Typically Electromasters do not actively seek out violence. While they may love to show off and try to be the best that they can be for themselves, they don't mean anything personal by it.
Adaptation: This is edited in a way that can work with Pathfinder as well.
Sample Encounter: A young child stuck in a lab that looks visibly bored. The child extends their two index fingers towards each other and creates a small arc of electricity that lasts for a couple of seconds, but dissipates.
A young man/woman walking home from school. When they enter an alley they get corned by a group of thugs. The group of thugs are tossed around and out of the alley way, while the Electromaster quietly keeps walking.
EL 15-20+Most Electromasters, while flashy, do not actively seek out violence.