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View Full Version : Don't stick your fork in that power socket!! pt. 2: The base-class version (D&D 3.5)



Greyfeld85
2012-07-28, 04:32 PM
Some of you may or may not remember my first iteration of this class. Back then, it was a 10-class PrC. However, since it was a very self-contained entity, with a little nudging from somebody in the last thread, I decided to expand it into its own class.

This project has taken me a few months, but it's been an interesting exercise. Trying to juggle all the elements in the class has been difficult, trying to balance it between damage output, playstyle, and alternate utility, and still maintaining the flavor of the original concept. I still feel like there are a few things missing (it could definitely use a few more 4th-level spells, for example), but overall I'm happy with the concept as it's turned out.

Please, feel free to give your thoughts, I'm happy for any feedback!!


Capacitor
http://i90.photobucket.com/albums/k262/Greyfeld/123eda70.jpg

"You've heard of trapping lightning in a bottle? Well, I'm the bottle."

Adventurers: Most capacitors come into their power early in their lifetime. An experiment with electricity gone wrong, an unfortunate run-in with a storm elemental, or just being in the wrong place at the wrong time during a lightning storm. But however they came by their powers, they all feel the same drive to just go, Go, GO! The latent magical energies in their body attracts the electricity in the air, and that constant electrical charge circulating through their bodies pushes them into activity, whether it be simple menial tasks, or the grand journey of adventure.

Characteristics: Capacitors use the swirling forces inside their own body to great effect, but such constant exertion would quail frailer men. The most important ability for capacitors is constitution, though strength and dexterity are useful to those who prefer close combat.

Alignment: Capacitors have no inherent leanings in behavior, so can be any alignment, though those especially frayed by the power coursing through their bodies may tend toward Chaotic.

Religion: Capacitors have no special religious affiliations.

Background: The latent magical energy laying inside a capacitor usually indicates a previous leaning toward sorcery, or some other type of arcanistry typically borne from the blood or innate power. However, in every case, the capacitor's energies boiled over when introduced to a massive surge of electricity. You'd be surprised how many capacitors' stories of how they came into their power start with, "So, I was outside during a lightning storm..."

Races: Any race that can harness magic can become a capacitor.

Other Classes: Capacitors get along well with most other classes, although clerics can be a little preachy with all their supposed wisdom and their insistence on "slowing down and thinking things through." Druids aren't particularly fond of a capacitor's gravitation toward metal and highly destructive force.

Role: Damage, with a touch of support. Electricity is highly destructive, but channeled properly, it can be used for more than killing and blowing things up.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|SLAs Known|Max SLA level known

1st|
+0|
+2|
+0|
+0|Charge|
1 |
1st

2nd|
+1|
+3|
+0|
+0|Jolt, Electric Resistance 5|
2|
1st

3rd|
+2|
+3|
+1|
+1|Static Flare|
3|
1st

4th|
+3|
+4|
+1|
+1|Jump-Start|
3|
1st

5th|
+3|
+4|
+1|
+1|Lightning Rod|
4|
1st

6th|
+4|
+5|
+2|
+2|Electric Resistance 10|
5|
2nd

7th|
+5|
+5|
+2|
+2|Polarity|
6|
2nd

8th|
+6/+1|
+6|
+2|
+2|System Shock|
6|
2nd

9th|
+6/+1|
+6|
+3|
+3| |
7|
2nd

10th|
+7/+2|
+7|
+3|
+3|Backup Battery, Electric Resistance 20|
8|
2nd

11th|
+8/+3|
+7|
+3|
+3|Talented Discharge|
9|
3rd

12th|
+9/+4|
+8|
+4|
+4| |
9|
3rd

13th|
+9/+4|
+8|
+4|
+4|Neuro-Spark|
10|
3rd

14th|
+10/+5|
+9|
+4|
+4|Electricity Immunity, Talented Discharge|
11|
3rd

15th|
+11/+6/+1|
+9|
+5|
+5|Static Surge|
12|
3rd

16th|
+12/+7/+2|
+10|
+5|
+5| |
12|
4th

17th|
+12/+7/+2|
+10|
+5|
+5|Talented Discharge|
13|
4th

18th|
+13/+8/+3|
+11|
+6|
+6|Deadened Nerves|
14|
4th

19th|
+14/+9/+4|
+11|
+6|
+6| |
15|
4th

20th|
+15/+10/+5|
+12|
+6|
+6|Talented Discharge|
15|
4th[/table]
Skills: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (Local), Listen, Ride, Spellcraft, Spot, Swim, Tumble
Skill Points: (4 + Int) x 4 at first level
Hit Die: D8

Weapon and Armor Proficiencies - Because of the special types of powers capacitors wield, they gravitate toward metal-rich equipment. Capacitors are proficient with all simple and martial weapons except the club, quarterstaff, spears of all kind, longbow, shortbow, sling, and javelin. Capacitors are proficient in all light and medium armors that are made primarily of metal, and can wear steel buckler, light, and heavy shields.


Charge (Su) - Capacitors can create an electric charge and hold it inside of their body simply by walking and moving around, harnessing the static electricity it produces. Every 5 feet of movement produces 1 Charge Point. Charge Points (or CP for short) are expended to activate many of the Capacitor's class features. The Capacitor has no maximum limit of CP they can hold at any given time, but he does have an Insulation Limit equal to (Class Level x2) + (Constitution Score). A Capacitor takes 1 damage per CP he exceeds his Insulation Limit once per round, at the beginning of his turn. This damage ignores damage reduction and immunity.

In addition to gaining electric charge, Capacitors are also able to discharge their electric buildup at will. As a Swift action, he may expend 1d6 + Constituation modifier Charge Points. As a Move action, he may expend 1d12 + Constituation modifier Charge Points. As a Full-Round action, he may expend 1d20 + Constitution modifer Charge Points. Expending CP in this way releases the charge directly into the atmosphere, causing all enemies in a 10 foot radius of you to reduce their movement speed by the amount of points expended (round to the nearest 5-foot increment) for 1 round.

Outside of combat, Capacitors are able to keep a more controlled grasp of the amount of electrical charge stored within their bodies, and how much is released. Due to having more time to focus and keep their bodies balanced, Capacitors can decide exactly how many points remain stored within their body without the need to discharge it in large bursts. However, they must still heed their Insulation Limit, both inside and outside of combat.


Spell-like Abilities (Sp) - Capacitors can use the electric charge stored within their bodies to perform supernatural feats that are easily, and often, mistaken for magic. As he increases in level, a capacitor learns to use spell-like abilities with the electricity descriptor. A capacitor's spell-like abilities are pulled from the capacitor's SLA list. At first level, a capacitor knows one 1st-level spell-like ability. As he increases in level, the number of spell-like abilities he knows how to use, and the SLA level he can choose them from, increase as stated on the above table.

Unlike spells, a capacitor's spell-like abilities are not limited to a finite number of castings per day. A capacitor may cast any spell-like abilities from the capacitor SLA list that he knows any number of times per day, as long as he has enough Charge Points to cast them. A capacitor's spell-like abilities cost CP equal to 5 x their SLA level to cast.

Starting at level 7, and every three levels thereafter, a capacitor can retrain one of his old spell-like abilities. He may remove one of his spell-like abilities from his SLAs Known list and replace it with another spell-like ability from the capacitor's SLA list that he is high enough level to cast.


This is the list of capacitor spell-like abilities. Except where noted, the spell-like abilities listed here operate exactly like the spells of the same name. The book where each spell can be found is notated in parenthesis next to the SLA's name. SLAs without a source notation can be found in the SRD.

A capacitor uses his Constitution modifier as his primary spellcasting ability when using the spell-like abilities on this list.

1st-level spells
*Floating Disk
*Luminous Gaze (SpC)
Orb of Electricity, Lesser (SpC)
*Protection from Arrows
*Shield
Shocking Grasp
Thunderhead (SpC)
*Vigor, Lesser (SpC)

2nd-level spells
*Distracting Ray (SpC)
Electric Loop (SpC)
**Energize Potion (BoED)
*Haste
Lightning Blade (CAr)
Lightning Bolt
*Magnetism (CAr)
Scintillating Sphere (SpC)
†Summon Monster IV
*Vigor
**Weapon of Energy (SpC)

3rd-level spells
Arc of Lightning (SpC)
Call Lightning Storm
*Dancing Blade (CAr)
Lightning Leap (CM)
Orb of Electricity (SpC)
*Raise Dead
*Resilient Sphere
Storm Touch (MoE)
†Summon Monster VI
Thunderlance (SpC)
*Vigor, Greater
***Wall of Lightning

4th-level spells
*Animate Objects
Chain Lightning
*Stun Ray (SpC)
†Summon Monster VIII
*Vigorous Circle


*This spell-like ability gains the electricity energy descriptor. If the spell-like ability already has an energy descriptor, it is replaced with the electricity descriptor.
**This spell-like ability may only be used with the electricity descriptor.
***This is a spell-like ability of my own creation, and its specifics are outlined below.
†The Summon Monster line of spells may only summon Storm Elementals (MMIII).


New Spells
Wall of Lightning
Level: Capacitor 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: Concentration + 1 round /level
Saving Throw: See Text
Spell Resistance: Yes

A crackling curtain of sparking electricity and magnetic force springs into existence. Each side of the wall may either hold positive or negative polarity, chosen by you. A positively charged side of the wall attracts all metal and living creatures within 10 feet toward it, drawing them inside the wall. Alternatively, a negatively charged side of the wall repels all metal and living creatures, pushing them out to 10 feet from the wall's edge. Resisting the wall's polarity requires a Fortitude Save (10 + 1/2 class level + Constitution modifier). The moment a creature enters the polarity field of either side of a wall of lightning, it is immediately subject to the wall's attraction/repulsion effect. If the creature fails its saving throw, it is knocked prone after its forced movement.

Inside the wall, no polarity exists, but the ground and air is difficult terrain. The wall deals 2d6 points of electricity damage +1 point of electricity damage per class level (maximum +20) to any creature passing through it. The wall deals 4d6 to creatures wearing, carrying, or made of a lot of metal.

The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells. However, dispel magic immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell.

Wall of Lightning can be made permanent with a permanency spell.

Jolt (Su) - At level 2, the Capacitor has begun to learn to properly channel the charge stored in his body. By expending 1 CP, a Capacitor may make a ranged touch attack against a target within 30 feet of him as an attack action. Jolt deals 1d6 + Constitution modifier electricity damage. The damage die is increased to 1d8 against targets wearing metal armor (or made out of metal, carrying a lot of metal, or the like), or wet/submerged in water.

Alternatively, the Capacitor may channel his charge through an equipped weapon as a free action every time he attacks, dealing additional electricity damage with each attack equal to his Constitution modifier. If his target is wearing metal armor (or made out of metal, carrying a lot of metal, or the like), he receives a +3 bonus to his attack rolls.

The Capacitor may use Jolt any time he would normally get an attack, as long as he has enough CP to power it.


Electricity Resistance (Ex) - At 2nd level, a capacitor gains electricity resistance 5. At level 6, his resistance increases to 10, then to 20 at level 10. At level 14, he becomes immune to electricity damage.


Static Flare (Su) - At level 3, a capacitor has begun mastering holding his charge at the surface, waiting to strike at a moment's notice. When struck in melee combat, the Capacitor can choose to immediately unleash an arc of electricity that deals damage to the target equal to 1/2 his class level (rounded down) plus his Constitution modifier; 1.5x his Constitution modifier if he was struck with a metal weapon.


Jump-start (Su) - At 4th level, a capacitor can channel his electric charge directly into his body, causing his muscles to work beyond their usual limits. Once per encounter, by expending 1/4 of his CP as a swift action and taking 2 Constitution damage, a capacitor gains +4 Strength and Dexterity for a number of rounds equal to 2 + 1/2 his Constituion modifier. When this ability ends, the capacitor loses jump-start's modifiers and is fatigued for the duration of the current encounter. If he is already fatigued, he instead becomes exhausted. At higher levels, the effects of the capacitor's jump-start continue to ramp up in intensity.

At level 8 the capacitor is treated as being under the conditions of a haste spell in addition to his other bonuses.

At level 12 the bonuses increase to +6 strength/dexterity, in addition to being treated as being under the conditions of a haste spell.

At level 16, he gains an additional move action every turn in addition to his other bonuses and being treated as being under the conditions of a haste spell.

Finally, at level 20, his bonuses to strength/dexterity increase to +8, and he is granted an additional standard action every turn instead of an additional move action, in addition to being treated as being under the conditions of a haste spell.


Lightning Rod (Su) - At 5th level, a capacitor can draw electricity directly to himself, like a metal rod in a lightning storm. Any time an enemy targets one of his allies within 30 feet of him with a spell or spell-like ability with the electricity descriptor, the capacitor becomes the target instead. In addition, if a capacitor is successfully struck by any effect that would deal electricity damage (whether he actually takes the damage to his hitpoints or not), he immediately gains a number of Charge Points equal to 1/2 the damage the effect would normally deal. If an electricity spell is an area effect, the capacitor cannot redirect the spell, but all allies within the area are treated as having the Improved Evasion extraordinary ability for the sake of saving throws made against the spell.


Polarity (Su) - At level 7, the Capacitor can use his charge to create a magnetic polarity in any object he can touch. As a standard action, he can expend 5 CP and touch an object to infuse it with a positive or negative polarity.

Positive polarity attracts metal objects. If the object is a piece of armor, attacks against the wearer with metal weapons gain a bonus equal to 1/2 the Capacitor's Constitution modifier (min. 1). If the object is a weapon, the wielder's attacks with that weapon gain a bonus equal to 1/2 the Capacitor's Constitution modifier (min. 1) against targets wearing, holding, or made of a large amount of metal.

Negative polarity repels metal objects. If the object is a piece of armor, attacks against the wearer with metal weapons are taken at a penalty equal to 1/2 the Capacitor's Constitution modifier (min. 1). If the object is a weapon, the wielder's attacks with that weapon are taken at a penalty equal to 1/2 the Capacitor's Constitution modifier (min. 1) against targets wearing, holding, or made of a large amount of metal.

Polarity lasts a number of rounds equal to 1/2 your class level. Attended and magical items get a Fort Save (DC 10 + 1/2 class level + Constitution modifier) to resist having their polarity shifted.


System Shock (Su) - At 8th level, a capacitor's energy discharge has become more controlled and more deadly. Any creature dealt electricity damage by one of the capacitor's class abilities must make a DC 10 + 1/2 class level + Constitution modifier Fortitude Save. A failed save reduces the target's saves, attack rolls, and AC by 1 for one round. Multiple failed saves against system shock may apply cumulative penalties to the same target, but may not exceed 1/2 the capacitor's class level in total. Each time a target fails their save against system shock, the duration of the penalty is refreshed to one full round.


Backup Battery (Su) - At level 10, a capacitor can dump a large amount of his charge into a metal object for later use. By holding a non-magical object made entirely of metal and concentrating for a full minute, the capacitor may transfer CP into that object, up to half his insulation limit. The charge granted to the metal object lasts for a number of days equal to the capacitor's Constitution modifier before it dissipates harmlessly. Any object used as a backup battery must be at least of diminuitive size, and no larger than the capacitor, himself.

As a move action, a capacitor can release the seal on a backup battery he touches with one of his hands, immediately gaining the Charge Points sealed within. Any object that has had its CP removed may be used again as a backup battery.

Any creature that touches a backup battery, other than the capacitor, automatically releases the stored electricity in a violent burst of energy. All creatures within 5 feet of the battery take electricity damage equal to the number of Charge Points it previously held, and anything flammable in the burst has a 50% chance of catching fire.


Talented Discharge (Su) - At level 11, and every three levels thereafter, a capacitor learns a new way to go beyond his limits. Choose one of the talents on the list below. The capacitor learns that talent and can use it to modify his capacitor spell-like abilities as he casts them, as long as he has the charge points required in order to do so. Using a talent increases the charge point cost of the SLA it's used with. The cost increase is listed in the description of each talent.

Empower Talent - All variable, numeric effects of an empowered spell-like ability are increased by one-half. An empowered spell-like ability increases its base charge point cost by 50%

Extended Talent - An extended spell-like ability lasts twice as long as normal. A spell-like ability with a duration of concentration, instantaneous, or permanent is not affected by this talent. An extended spell-like ability increases its base charge point cost by 50%.

Saving throws and opposed rolls are not affected, nor are spell-like abilities without random variables. An empowered spell-like ability increases its base charge point cost by 50%.

Explosive Talent - On a failed Reflex save, an explosive spell-like ability ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area of an explosive Scintillating Sphere that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell-like ability's 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defined by the squares the bolt's line passes through. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. Explosive Talent can be applied only to spell-like abilities that allow Reflex saves and affect an area (a cone, cylinder, line, or burst). An explosive spell-like ability increases its base charge point cost by 50%.

Piercing Talent - A spell-like ability altered by this talent ignores all electricity resistance a target might have. Creatures immune to electricity damage take half damage from any spell-like ability altered by this talent. A piercing spell-like ability increases its base charge point cost by 50%.

Thundering Talent - When you cast a spell-like ability that deals hit point damage, you can declare that the spell-like ability thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell-like ability concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell-like ability). Channeling thunder is costly, though, and you are automatically dazed for 1 round after doing so. A thundering spell-like ability increases its base charge point cost by 100%. In addition, its descriptor changes to include both energy types--for example, a thundering lightning bolt is an evocation [electricity, sonic] spell-like ability.

Twinned Talent - A spell-like ability altered by this talent takes effect twice, as if you were simultaneously casting the same spell two times on the same location or against the same target. Any variables in the spell-like ability (such as targets, shaping an area, and so on) apply to both of the resulting spell-like abilities. The target suffers all the effects of both spell-like abilities individually and receives a saving throw for each. As with metamagic feats, twinning a spell-like ability does not affect its vulnerability to counterspelling. (For example, countering with an untwinned spell doesn't negate just half of the twinned spell.) A twinned spell-like ability doubles its final charge point cost.

Quick Talent - Casting a quick spell-like ability is a swift action. You can perform another action, even casting another spell-like ability, in the same round as you cast a quick spell-like ability. You may cast only one quick spell-like ability per round. A spell-like ability whose casting time is more than 1 full round action cannot be quickened. A quick spell-like ability increases its base charge point cost by 100%. Casting a quick spell-like ability doesn’t provoke an attack of opportunity.


Neuro-spark (Su) - At level 13, a capacitor learns to adjust his neuro-pathways with his electrical charge, causing his body to react differently to outer stimuli. Once per round, if a capacitor fails a saving throw, he may activate neuro-spark as an immediate action to increase his saving throw result by up to 1/2 his class level. The capacitor expends an amount of CP equal to twice the bonus granted to his save by this ability.


Static Surge (Su) - At level 15, a Capacitor has further developed his ability to focus his electrical discharge. Expending 1/2 his current CP (minimum 1/2 his Insulation Limit), he can use a standard action to perform a touch attack, dumping a massive amount of his charge into his target. Static Surge deals 1d8 damage per class level plus the number of CP expended, Fort Save DC 10 + 1/2 class level + Constitution modifier for half damage. Whether or not the target saves, he is knocked prone. For a number of rounds equal to 1/2 the capacitor's class level, the target must roll a Fortitude save at the beginning of its turn (DC 10 + 1/2 CP expended). Every time the target fails its save, it is stunned for that round, and takes electricity damage equal to the capacitor's Constitution modifier.

Targets immune to electricity damage cannot be knocked prone with this ability, or forced to make the save against being stunned.


Deadened Nerves (Ex) - At level 18, a capacitor's threshhold for pain is immense, due to the electricity flowing through his veins. When a capacitor reaches 1 or fewer hit points, any further damage taken is subtracted from his current pool of Charge Points instead of his hitpoints. If he has no CP available, the damage is dealt normally to his hitpoints. This ability does not work on damage sustained internally, such as by poison, bleeding, or exceeding the Insulation Limit.

Additionally, the capacitor remains conscious and fully functional between 0 and -9 HP, but dies instantly if dropped to -10 hitpoints or lower.

silphael
2012-07-28, 04:50 PM
No capstone? That may be a good idea to add one, I think.

Greyfeld85
2012-07-28, 04:56 PM
No capstone? That may be a good idea to add one, I think.

That's something I haven't come up with an answer to yet. If you have any suggestions, I'm all ears.

Greyfeld85
2012-07-30, 10:33 AM
um... bumpity?

Greyfeld85
2012-07-31, 12:44 PM
Changes

Reworded Jolt to clarify the section about enemies and metal.
Increased CP cost on Thundering Talent
Added CP cost to Empowering Talent.