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→Class Features: Grammar check
====Class Features====
'''Saving throws:''' All saving throws mentioned below have a save DC of 10 + the Electric Mage's chosen ability modifier + their class level.
'''{{Anchor|Vitality Level}}:''' The Electric Mage generates electricity from his own life energy, and maintains a reservoir of potential vital energy ready to fuel abilities. As he expends energy, the Electric Mage tires, and the power of his abilities weakens proportionally. The maximium vitality level of an Electric Mage is equal to his Electric Mage class levels, plus half his levels in other classes, and each standard-action electrical special ability decreases the Electric Mage's Vitality Level by one level. For example, a rested 5th level Mage (with a modifier in his chosen ability of 3) using [[#Lightning Shock|Lightning Shock]] (with [[#Stronger Shock|Stronger Shock]]) several turns in a row would deal 5d6+5 electricity damage the first time, 4d6+4 damage the second time, 3d6+3 damage the third time, 2d6+3 damage the fourth time, 1d6+3 damage the fifth time, and only 3 damage every time after that.
The Electric Mage recharges his lost energy quickly, however. To recover his lost potency, the Mage can do one of three things: First, in any round in which the Mage does not use any electrical ability (standard action or otherwise), the Mage recovers a level worth of vitality. Second, as a full-round action, the Mage can rest and recharge, returning himself to full potency. Third, at level 5 the Electric Mage gains the [[#Overcharge|Overcharge]] ability... whenever he uses that ability, his Vitality Level is temporarily treated as twice his actual class level, regardless of how much electricity he has expended - — this comes at a certain price, of course, damaging his health.
All of the following are class features of the Electric Mage.
'''Weapon and Armor Proficiency:''' All simple weapons, light armour, and light shields (except tower shield). The Electric Mage is physically competent, though his ability to produce and control electricity tends to overshadow his martial abilities.
'''{{Anchor|Key Ability}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Electric Mage's powers are affected by his aptitude in certain mental areas - — however, this varies from person to person. Upon taking the first level of Electric Mage, the player must permanently choose [[Wisdom]], [[Intelligence]], or [[Charisma]]. This is referred to elsewhere as his "chosen ability," as seen below. This does not get the Electric Mage new class abilities; it simply applies to the power of his current ones.
'''{{Anchor|Stronger Shock}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Electrical Mage is so attuned to Electricty, he can impress his will and skill upon the current to strengthen it. Whenever the Electric Mage deals electricity damage, the Electric Mage may add his chosen ability modifier or Vitality Level to the electrical damage, whichever is higher. (Level 1)
'''{{Anchor|Lightning Shock}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Electric Mage is able to both generate and control electricity, and can use it offensively, channeling it out of the mage's hands and towards an opponent. The Electric Mage can use this ability either as a [[SRD:Attack_Roll#Attack_Bonus|ranged]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]] (medium range), or as a [[SRD:Attack_Roll#Attack_Bonus|melee]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]].
Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, dealing up to 1d6 electric damage per [[#Vitality Level|Vitality level]]. If the Electric Mage has not used his Vitality Level worth of d6 Electrical damage, the Electric Mage may transfer the remaining d6s of electrical damage to another target, making another [[SRD:Attack_Roll#Attack_Bonus|ranged]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]] using the previous target as the point of origin. The Electric Mage my shock any number of consecutive targets this way, but must assign at least one d6 of Electricity Damage electricity damage to each target, and all targets take damage after all attack rolls are completed. (Level 1)
'''{{Anchor|Electrical Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The body of the Electric Mage is attuned to channeling a large amount of electricity, providing a resistance to electrical damage proportional to the offensive electrical capacity of the Mage: The Electric Mage has a resistance to electricity equal to five times her Vitality Level. (Level 1)
'''{{Anchor|Charged Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By saturating his or her body with electrical energy, the Electric Mage can electrocute anyone who comes into contact with his body. The Electric Mage can activate Charged Body as an immediate action. Until the beginning of his next turn, any creature who hits the Mage with a melee attack, or is hit by the Mage with a melee attack, suffers electricity damage equal to (1d6×(Vitality Level / 2)). Maintaining this charge for more than 5 consecutive rounds is physically taxing, however, and causes the Mage to become [[fatigued]]. (Level 2)
'''{{Anchor|Charge Object}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By creating and maintaining a circular current within an object, an Electric Mage can store a potent shock for for whoever touches the object. By touching an object as a move action, the Electric Mage invests it with a charge of 1d6 electrical damage per Vitality Level. To maintain the charge, the Electric Mage must keep the energy moving circularly - — a [[SRD:Swift_Actions|swift action]] each turn to maintain, and a free action to stop maintenance. Unless maintained this way, the object dissipates the charge at the end of the Electric Mage's turn, dealing its damage to everything in contact with it. If the object is disturbed, the Mage immediately knows that it has been disturbed, and can use a [[SRD:Free_action|free action]] to release the charge, dealing the stored electricity damage to whatever is in contact with the object. (Level 3)
'''{{Anchor|Conducting Materials}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electric Mage comes to better control electricity, the Mage learns to send electricity into a suitable object, have it travel through the object, and then reemerge in the form of his or her choosing. When using an electrical ability, any conducting material counts as neither cover (for protection) nor distance (for range purposes). A Mage can shoot, say, a [[#Lightning Shock|Lightning Shock]] into a metal chain lying on the ground, and then have the lightning re-emerge from any part of the chain with the rest of its range intact. Or an enterprising Mage could pour water under a door to start blindly shooting lightning at the people on the other side (or less blindly with {[[#Improved Electromagnetic Sense|improved]]} [[#Electromagnetic Sense|Electromagnetic Sense]]). (Level 3)
'''{{Anchor|Overcharge}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While the Electric Mage is generally constrained by his body and skill as to how much energy he can use, the Mage can learn to overcome these bounds, using far more power than his body can provide - — at the cost of damaging his own body. As a free action, the Electric Mage can ignore some of his innate limits: His Vitality Level is treated as double his class level for the purposes of his next class ability this round ([[#Lightning Shock|Lightning Shock]], [[#Charged Body|Charged Body]], Etc.). If he uses a class ability this way, he takes 1 [[Constitution]] [[SRD:Ability_Burn|burn]] after the ability is finished. (Level 4)
'''{{Anchor|Magnetism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An experienced Electric Mage can control electricity to such an extent as to induce magnetic fields. The Mage can use Telekinesis (as the [[SRD:Telekinesis|spell]]) on any metal object (including metal or metal-armored creatures). Other differences include that it lasts only a single round, a limitation to medium range, the usage of your chosen ability modifier instead of Int or Cha (as described on the page), and an immunity to Spell Resistance. The Mage's caster level is equal to one-half his or her class level. Using this ability charges the targets slightly, and the Mage requires 1d4 rounds from the end of the effect to reverse the polarity, make a few adjustments, and be able to affect the same targets. (Level 5)
'''{{Anchor|Anti-resistance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through finessing his electricity, [[Energy Anti-Resistance (3.5e Creature Ability)|the Electric Mage can reduce and neutralize the ability of some creatures to resist electricity]]. Whenever the the Electric Mage hits a target with electric attack, in addition to dealing damage, the Electric Mage reduces the creature's electricity resistance by 1 point per class level (or per 1d6 electricity damage, the case of Lightning Shock). Creatures who are immune to electricity are considered to instead have a resistance of 5× their hit die worth of resistance, and are no longer immune after the first time their immunity is damaged. This effect decreases resistance to all forms of electricity damage, not just the Electric Mage's electricity, and lasts until the target goes a full minute from the Electric Mage's last shock. (Level 5)
'''{{Anchor|Redirect Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through their control of electricity, Electric Mages can redirect Electrical attacks that target them. Whenever the Electric Mage would be hit by an electrical effect, he may choose to harmlessly convey it through his body and release it as if he were casting the spell himself, or as a medium-range touch attack if it is electrical damage. This is an immediate action. (Level 6)
'''{{Anchor|Leaping Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a an Electric Mage understands more of the nuances of electricity, he or she may come to understand how to create a self-sustaining form of electricity, almost alive, in a way. When a Mage uses Leaping Lightning, he creates an electrical creature that leaps to the target of his choice. This is a targeted effect with medium range. The target makes a reflex save for half damage - — if the target fails his save, he takes 1d6 electricity damage per two Vitality Levels he the Electric Mage possesses, and the Lightning Electric Mage chooses a new target for the Leaping Lightning, who then suffers the same effect, and so forth. A single Leaping Lightning cannot re-target a target which it has already hit, and may bounce to up to one additional target for every 4 class levels (maximum 5 additional targets at level 20). (Level 6)
'''{{Anchor|Thunder}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By creating an intense burst of electricity between her hands, the Electric Mage can produce an extremely loud sound wave. All creatures within medium range must make a Reflex save or be [[SRD:Deafened|deafened ]] for one minute, and dealt 1d4 sonic damage. A successful save halves the duration and the damage. Deafened creatures can make a Will save as a move action to end this effect. This provokes an attack of opportunity. (Level 7)
'''{{Anchor|Absorb Electricity}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While the Electric Mage normally converts his life-energy into electrical energy, with skill, he can manage the reverse. As an immediate action, the Mage can absorb energy from electricity the next time he would be dealt electrical damage - — in addition to the electrical damage, the Mage recharges, returning him to his full potency (Vitality Level fully restored). The electrical damage to the mage must overcome his electricity resistance, although the mage can negate all resistance as part of this action if he so chooses. Note that the Electric Mage's electrical resistance is 5× his current level, and thus is often relatively low. The source of the electricity damage cannot be from the mage himself when activating this effect, and he can't be affected by any one creature more than five times per day. (Level 7)
'''{{Anchor|Lightning Rod}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By controlling electricity around her, the Electric Mage can redirect any electricity effect to be re-targeted to hit her and only her. This is an immediate action that may be taken whenever any part of an electric effect is within close range. (Level 8)