"Moment splinter moment, Splinter into colour, and let me be Electricity"
There's an old story about a sick child who was feed a small amount of copper every day in the hopes that some of it was carmot, and just as the child was about to die the gods ascended the copper still within the girl into carmot, not only giving the child one more day but changing the child into a being of lightning. But.... that's just a story. People aren't truly sure what causes some people to have mental mastery over spontaneous electro-arcanodynamics, but they do seem to end up as mecenaries and thieves in cities that contain large amounts of gramarists (likely because of the often larger amounts of metal in said cities).
Game Rule Information
Abilities: Intelligence is probably the most important skill, because it allows the arcwielder to better understand the exact paths his electricity will travel and comprehend the effects the channeling of electrons will result in. After intelligence, an arcwielder can focus more in either strength or dexterity depending on whether they would rather be melee characters with fists of lightning, or shooting bolts of plasma at their foes.
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Skills: The Arcwielder's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
The ArcwielderEverything below this point was eaten by the forum, so it lacks formatting for now
Level BAB Fort Ref Will Special Quick as Lightning Unarmed Damage
1st +0 +2 +2 +0 Capacitor, Improved Unarmed Strike, Plasma Strike, Silver Circuit +0 ft. 1d6
2nd +1 +3 +3 +0 Quick as Lightning, Lightning Conversion +10 ft. 1d6
3rd +2 +3 +3 +1 Silver Conductor +10 ft. 1d6
4th +3 +4 +4 +1 Nervous Strike, Secondary Circuit +10 ft. 1d6
5th +3 +4 +4 +1 Energized Fists +20 ft. 1d8
6th +4 +5 +5 +2 Conductive Weaponry, Plasma is Hot +20 ft. 1d8
7th +5 +5 +5 +2 Voltaic Step +20 ft. 1d8
8th +6/+1 +6 +6 +2 Tertiary Circuit +30 ft. 1d10
9th +6/+1 +6 +6 +3 Voltaic Leap +30 ft. 1d10
10th +7/+2 +7 +7 +3 Improved Lightning Conversion +30 ft. 1d10
11th +8/+3 +7 +7 +3 Voltaic Form +40 ft. 2d6
12th +9/+4 +8 +8 +4 Improved Plasma is Hot, Thermal Circuit +40 ft. 2d6
13th +9/+4 +8 +8 +4 Improved Voltaic Step, Sparksized +40 ft. 2d6
14th +10/+5 +9 +9 +4 Thermal Conductor +50 ft. 2d8
15th +11/+6/+1 +9 +9 +5 Improved Voltaic Form, Sparksized +50 ft. 2d8
16th +12/+7/+2 +10 +10 +5 Improved Voltaic Leap +50 ft. 2d8
17th +12/+7/+2 +10 +10 +5 Sparksized +60 ft. 2d10
18th +13/+8/+3 +11 +11 +6 Ultimate Circuit +60 ft. 2d10
19th +14/+9/+4 +11 +11 +6 Sparksized +60 ft. 2d10
20th +15/+10/+5 +12 +12 +6 Body of the Storm, Ultimate Conductor +70 ft. 3d6
All of the following are class features of the arcwielder.
Weapon and Armour Proficiency: Arcwielders are proficient in all simple weapons and light armour, but are not proficient in shields of any kind.
Capacitor: An arcwielder can store more electricity inside of nervous system than normal for his kind. An arcwielder can store a number of Amps in his body equal to half his class level + intelligence bonus (minimum 1).
Improved Unarmed Strike: Arcwielders gain Improved Unarmed Strike as a bonus feat.
Plasma Strike (Su): Arcwielders can expend Amps to discharge electricity. This can occur either through touch or at range. When making a touch or unarmed attack, he can expend amps as a free action to have that attack deal an additional +1d6 electricity damage if it hits per amp spent.
Or, the arcwielder can expend amps as a standard action to make a line attack. The line is 20 ft. long per amp that was spent, 5 ft. wide, and deals 1d6 electricity damage per amp that was spent.
Silver Circuit (Su): An arcwielder can convert his vital energy into electrical energy as a free action, gaining 1 amp for every 6 points of damage he deals to himself. Also, he can reverse the circuit to convert electrical energy into vital energy, healing 1d6 hit points per every amp he sacrifices.
Lightning Conversion (Su): A second level arcwielder takes only half damage from electricity. For every six points of electricity damage that is negated by this ability, you gain an amp.
Quick as Lightning (Su): An arcwielder that is at least second level gains improved reflexes from the extra electricity running through him, gaining an alchemic bonus to his reflex save, equal to the number of amps he has stored. In addition, as long as he has at least one amp stored he gains an alchemic bonus to all his non-magical movement modes based on your level.
Silver Conductor (Su): At third level, the arcwielder can convert the vital energy in others into electricity. On a successful touch or unarmed attack, the arcwielder can deal an additional 1d6 electricity damage per 2 hit dice of the target as a free action. This cannot be used with the same attack as plasma strike or similar abilities.
Nervous Strike (Su): When a 4th level arcwielder hits with an unarmed or touch attack, they can take a free action to manipulate the electricity in the targets nervous system. The target must make a fortitude save (DC 10 + 1/2 level + Intelligence modifier), or take 1d6 dexterity, intelligence, or wisdom damage (chosen with the free action). This cannot be used with the same attack as plasma strike or similar abilities.
Secondary Circuit (Su): Arcwielders of 4th level must select a type of energy to learn how to convert, puissance or wind.
Puissant Circuit: As a free action, you can turn any amps you have into ebbs of puissance or vice versa. This puissance is normally supplied or taken from the arcwielder through heurisitic circuits. In addition, as a standard action you can make a touch attack against an object and deal 1d6 damage per ebb of puissance the target has stored inside of it at the moment
Wind Circuit: As a free action once per round, you can lower the wind force in a 100 ft. radius by one stage till the start of you next turn, and gain 1 amp. If the wind force of the area is Light to begin with, you cannot use this ability. In addition, as a standard action you can expend 4 amps to cast Gust of Wind.
Energized Fists (Su): A 5th level arcwielder with at least one amp stored can punch much harder. The unarmed damage is increased to an amount depending on your class level (the table shows the damage for a medium sized character).
Conductive Weaponry: Upon reaching 6th level, arcwielders can treat attacks they make with conductive weapons as unarmed attacks for the purpose of using plasma strike, energized fists, and similar abilities.
Plasma is Hot: When a 6th level arcwielder hits with plasma strike, they can spend a free action to force the target to make a reflex save (DC 10 + 1/2 arcwielder level + intelligence modifier) or be set on fire.
Voltaic Step (Su): At seventh level, an arcwielder can convert their legs into electrical energy, allowing them to treat conductive surfaces as if they were horizontal ground. In addition, whenever travelling upon a conductive surface, every 10 ft. counts as only 5 ft. for the purpose of your movement speed.
Tertiary Circuit (Su): Arcwielders of 8th level must select a type of energy to learn how to convert, light or sound.
Crystal Circuit: As a free action once per round, you can affect yourself with a silence effect, and gain 1 amp if their is noise equivalent or greater than to 4 people talking. In addition, any sonic damage that would be dealt to you is negated, gaining 1 amp for every 6 damage that is negated. In addition, they can expend amps to make a Control Sound effect, with he manifester level equal to the amps expended.
Gold Circuit: As a free action, you can convert any amps you have into illumination. This functions as a torch, but expends two amps per round. By expending three amps instead of one, the light created is considered Daylight. Also they can blind themselves as a free action once per round, as long as the light level you are in is at least shadowy illumination, you gain one amp per turn.
Voltaic Leap (Su): At 9th level an arcwielder can shift themselves into electricity temporarily to assist in jumps. If they are jumping towards a material that is conductive, they gain an alchemical bonus to the jump check equal to their class level. In addition, when jumping in this way you do not require a run up.
Improved Lightning Conversion (Su): The lightning conversion ability of a 10th level arcwielder negates all electricity damage, not just half.
Voltaic Form (Su): An arcwielder of 11th level can convert their entire bodies into an electrical state. At the cost of five amps per turn and a free action, arcwielder gains the incorporeal subtype, but only to conductive materials. Moving through conductive materials counts for the purposes of voltaic step.
Improved Plasma is Hot: At level 12, when an arcwielder sets someone on fire through Plasma is Hot, the fire deals 1d10 damage instead of 1d6.
Thermal Circuit (Su): A twelfth level arcwielder can spend a free action once per turn to bring the temperature in his an his adjacent squares twenty degrees closer to 20 centigrade, and gain two amps. In addition, he can expend any number of amps as a free action to make his square and his adjacent squares five degrees further away (you choose the direction) from 20 centigrade per amp.
Improved Voltaic Step (Su): Upon reaching 13th level, the arcwielder treats ever 30 ft. of travel on or through conductive material as if it was 5 ft. for the purpose of his movement speed.
Sparksized (Su): At thirteenth level, the arcwielder can temporarilly compress themselves by converting bits of themselves into energy. For the purposes of squeezing into small spaces, they count one size smaller. At 15th level, and every two levels thereafter they count as one more size smaller.
Thermal Conductor (Su): At fourteenth level, the arcwielder can convert the thermal energy in others into electricity. On a successful touch or unarmed attack, the arcwielder can deal an additional 1d6 damage per 10 degrees the creatures body is over or 20 centigrade as a free action. Half of this damage is electricity, the other half is either cold or fire damage, depending on whether the target's temperature was above or below 20 respectively. This cannot be used with the same attack as plasma strike or similar abilities. In addition, the creature is cooled or heated to 20 degrees centigrade.
Improved Voltaic Form: At level 15, the voltaic form ability stops requiring amps to be expended, instead it can just be activated and deactivated as a free action.
Improved Voltaic Leap: A sixteenth level arcwielder's ability to leap to conductive surfaces improves, doubling the bonus.
Ultimate Circuit (Su): A 18th level arcwielder learns how to convert either faith or nuclear energy into electrical energy:
Lead Circuit: Whenever arcwielder would gain any negative levels from radiomantic materials or effects, they instead gain 5 amps for every negative level they would've gained. Also, they can expend amps as a free action to give one negative level to whichever creature adjacent to you has the least hit dice, per 5 amps.
Platinum Circuit: The arcwielder gains spell resistance 10+class level, that only applies to divine spells. Whenever this successfully negates a spell, you gain that spells level as amps. In addition, by expending amps as a free action you can make a use of turn or rebuke undead as a cleric with a level equal to a quarter of the number of amps expended, to a maximum of half your arcwielder level. These uses of turning and rebuking undead count for the purpose of feats.
Ultimate Conductor (Su): Upon reaching 20th level, the arcwielder can convert faith or nuclear energy in others into electricity. On a successful touch or unarmed attack, the arcwielder can deal an additional 2d6 electricity damage per level of divine spells they can cast (if you convert faith), or per negative level they have (if you convert nuclear energy). This cannot be used with the same attack as plasma strike or similar abilities. In addition, the creature expends their highest unused divine spell slot, if faith, or loses all their negative levels, if nuclear.
Body of the Storm (Su): A twentieth level arcwielder is a being of pure electricity. His type changes to Elemental (Air), though still counts as his previous type in situations where it would be beneficial, he stops taking aging penalties and has no maximum age, the damage dice used with plasma strike is increased to 2d6.
In addition, the arcwielder becomes immune to all forms of energy damage, gaining one amp for every 6 points of energy damage negated.