pyrefiend
2006-10-01, 06:20 PM
This is a Prc I made months ago. I like some of the class abilities so here it is:
Requirements:To qualify to become a Sparkworker, a character must fulfill all the following criteria:
Spells: resist energy(electricity)shocking grasp
Skills: craft (alchemy) 8 ranks
Caster level 4th
Sparkworker
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Discharge 10%, +1 Voltage,+1 level of existing arcane spellcasting class
2nd +1 +0 +3 +0 Discharge 20%, electricity risistance 5,+1 level of existing arcane spellcasting class
3rd +1 +1 +3 +1 Discharge 30%, +2 Voltage, magnetic
4th +2 +1 +4 +1 Discharge 40%, Flashdodge 1/day,+1 level of existing arcane spellcasting class
5th +2 +1 +4 +1 Discharge 50%, ,+1 level of existing arcane spellcasting class
6th +3 +2 +5 +2 Discharge 60%, electricity resistance 10, +3 Voltage, elctromagnetic, +1 level of existing arcane spellcasting class
7th +3 +2 +5 +2 Discharge 70%, Voltage +3, Flashdodge 3/ day
8th +4 +2 +6 +2 Discharge 80%,electricity resistance 20,
9th +4 +3 +6 +3 Discharge 90%, ultramagnetic, +4Voltage,
10th +5 +3 +7 +3 Imminent Discarge, Accelerate Metabolism, Flashdodge 5/day
[/table]
Class Skills:The Sparkworkers clss skills are:Concentration (Con), Craft (alchemy) (Int), Knowledge (arcana)(Int), Open Lock (Dex), Spellcraft (Int)
Hit Dice:d6
Class Features:All of the following are features of the Sparkworker prestige class:
Discharge:Beginning at level 1, whenever a Sparkworker uses a spell which uses any type of energy damage, other than electricity, there is a 10% chance it deals electricity dammage. The sparkworker rolls a d%,on a 1-10 the spell is under the effect of discharge. Every level thereafter the chance increases by 10% untill it is inevitable at tenth level. Any time when the Sparkworker wishes to bypass the discharge effect he may make a caster level check , DC 15+spell level, to cast the spell normally.
High Voltage:At level 1, a Sparkworker uses all electric spells, even those used through discharge at +1 caster level. At level 6 this bonus becomes +2 and at level 8 it is +3.
Flashdodge: In battle, a Sparkworker can become pure electric charge for an instant, dodging even the most well-placed blows. Starting at level 4, a Sparkworker can use a flashdodge 1/day in responce to a single attack or situation requiring a reflex save. This automaticly dodges an attack or passes a reflex save. At level 7 he can flashdodge 3/day and at level 10 he can flashdodge 5/day This bonus can only be applied to reflex saving throws and armor class.
Electric Resistance:At level 2 a Sparkworker gains electric resistance 5. At level 6 this resistance increases to 10 and at level 8, 20. At level 10 he is completly immune to electricity.
Magnetic: At level 3, a sparkworker can lift up to 30lbs. of magnetic material as with the mage hand spell.
Electromagnetic:At level 9, a sparkworker can move up to 60lbs. of magnetic material as with the mage hand spell.
Ultra MagneticAt level 10, a sparkworkers electromagnetic ability effects objects up to 90 lbs. Additionaly, any electric attack that passes through a 20 ft. radius, centered on the Sparkworker, is drawn to him. This includes AoE and cone effects.
Accelerate Metabolism: At this point the Sparkworker's body is so used to static electricity running through it, it actually benefits from taking on more electrical current. If a Sparkworker is hit by or uses any elctrical spell at least three times in four rounds, his ultramagnetic ability affects an additional 30 lbs. of materials and his radius of magnetism increases by 10 ft. Additionaly his Voltage ability increases another +1 to caser level. This effect stacks only once more if the sparkworker is electricly amplified another 3 or more times in the next 4 rounds. As soon as this requirement stops being fulfilled, the enhancment drops completly
Arcane spells: A Sparkworker gains more spells per day and spells known as their previous arcane spellcasting class. However they do not gain any other class abilities of this other class.
Requirements:To qualify to become a Sparkworker, a character must fulfill all the following criteria:
Spells: resist energy(electricity)shocking grasp
Skills: craft (alchemy) 8 ranks
Caster level 4th
Sparkworker
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Discharge 10%, +1 Voltage,+1 level of existing arcane spellcasting class
2nd +1 +0 +3 +0 Discharge 20%, electricity risistance 5,+1 level of existing arcane spellcasting class
3rd +1 +1 +3 +1 Discharge 30%, +2 Voltage, magnetic
4th +2 +1 +4 +1 Discharge 40%, Flashdodge 1/day,+1 level of existing arcane spellcasting class
5th +2 +1 +4 +1 Discharge 50%, ,+1 level of existing arcane spellcasting class
6th +3 +2 +5 +2 Discharge 60%, electricity resistance 10, +3 Voltage, elctromagnetic, +1 level of existing arcane spellcasting class
7th +3 +2 +5 +2 Discharge 70%, Voltage +3, Flashdodge 3/ day
8th +4 +2 +6 +2 Discharge 80%,electricity resistance 20,
9th +4 +3 +6 +3 Discharge 90%, ultramagnetic, +4Voltage,
10th +5 +3 +7 +3 Imminent Discarge, Accelerate Metabolism, Flashdodge 5/day
[/table]
Class Skills:The Sparkworkers clss skills are:Concentration (Con), Craft (alchemy) (Int), Knowledge (arcana)(Int), Open Lock (Dex), Spellcraft (Int)
Hit Dice:d6
Class Features:All of the following are features of the Sparkworker prestige class:
Discharge:Beginning at level 1, whenever a Sparkworker uses a spell which uses any type of energy damage, other than electricity, there is a 10% chance it deals electricity dammage. The sparkworker rolls a d%,on a 1-10 the spell is under the effect of discharge. Every level thereafter the chance increases by 10% untill it is inevitable at tenth level. Any time when the Sparkworker wishes to bypass the discharge effect he may make a caster level check , DC 15+spell level, to cast the spell normally.
High Voltage:At level 1, a Sparkworker uses all electric spells, even those used through discharge at +1 caster level. At level 6 this bonus becomes +2 and at level 8 it is +3.
Flashdodge: In battle, a Sparkworker can become pure electric charge for an instant, dodging even the most well-placed blows. Starting at level 4, a Sparkworker can use a flashdodge 1/day in responce to a single attack or situation requiring a reflex save. This automaticly dodges an attack or passes a reflex save. At level 7 he can flashdodge 3/day and at level 10 he can flashdodge 5/day This bonus can only be applied to reflex saving throws and armor class.
Electric Resistance:At level 2 a Sparkworker gains electric resistance 5. At level 6 this resistance increases to 10 and at level 8, 20. At level 10 he is completly immune to electricity.
Magnetic: At level 3, a sparkworker can lift up to 30lbs. of magnetic material as with the mage hand spell.
Electromagnetic:At level 9, a sparkworker can move up to 60lbs. of magnetic material as with the mage hand spell.
Ultra MagneticAt level 10, a sparkworkers electromagnetic ability effects objects up to 90 lbs. Additionaly, any electric attack that passes through a 20 ft. radius, centered on the Sparkworker, is drawn to him. This includes AoE and cone effects.
Accelerate Metabolism: At this point the Sparkworker's body is so used to static electricity running through it, it actually benefits from taking on more electrical current. If a Sparkworker is hit by or uses any elctrical spell at least three times in four rounds, his ultramagnetic ability affects an additional 30 lbs. of materials and his radius of magnetism increases by 10 ft. Additionaly his Voltage ability increases another +1 to caser level. This effect stacks only once more if the sparkworker is electricly amplified another 3 or more times in the next 4 rounds. As soon as this requirement stops being fulfilled, the enhancment drops completly
Arcane spells: A Sparkworker gains more spells per day and spells known as their previous arcane spellcasting class. However they do not gain any other class abilities of this other class.