The Electromancer or Rai-sai (P.E.A.C.H.) [Archive] - Wizards Community

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Kuroimaken

03-19-08, 12:43 PM
I was taking a look at some PrCs the other day and I decided to check how many of them were more elementally flavored. Unsurprisingly, I found that most of them are in Frostburn, Sandstorm and other such splatbooks... but I was relatively surprised to find that, apparently, there aren't any -really- good lightning-based classes. Ergo, the Electromancer (Rai-sai).

NOTE: Don't expect much fancy formatting from me.

The Electromancer

"It's no use. I'll never tell you where the orphaned kids are!"
"Oh, I don't think you need to tell us, when I can just rip that information out of you."
*ZAAAAP*

Electromancers are best defined as spellcasters with an unusual affinity to lightning. Though considered incredibly narrow-focused by many other spellcasters, this focus often pays off in many ways, as Electromancers have a certain tendency to argue that electricity is actually the most perfect energy form found in nature.
NPC Electromancers tend to be show-offs and are prone to thrill-seeking, though this rule obviously has many exceptions.

Hit Die: d6.

Requirements:
Alignment: Any chaotic.
Skills: Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks, Heal 4 ranks.
Feats: Energy Substitution (Electricity), two other metamagic feats.
Spells: Must know at least one spell of each level that he can cast that deals electricity damage. Must be able to cast 3rd-level spells.
Special: Must have been voluntarily struck by lightning and survived. (Ressurrection does -not- count for that purpose!)
Class Skills: Concentration, Craft, Decipher Script, Heal, Knowledge (all), Profession, Spellcraft.
Proficiencies: none gained.

BAB: Low
Fort: Low
Ref: High
Will: High
Caster Progression: +1 caster on every level except 9th and 10th.

1. Thunder Spell Power, Lightning Dash, Electric Spell Adaptability
2. Electricity Resistance,
3. Bonus Metamagic Feat, Static Shock,
4. Defibrilate, Sudden Quicken, Electric Armor
5. Thunder Dome
6. Quickened Thought
7. Accelerated Performance
8. Life Goes By So Quick
9. Faster than Time Itself
10. Ride the Lightning

Class Features

Thunder Spell Power: Any spell or supernatural ability with the electricity descriptor is cast at +4 caster levels.

Lightning Dash (Ex): An Electromancer is quick of foot. He gains a cumulative +5 ft. competence bonus to his speed for every level in this class.

Lightning Spell Adaptability: An Electromancer can apply the Energy Substitution feat to any spell he can cast without preparing it ahead of time (if he prepares spells) or increasing casting time (if he casts spells spontaneously), at no adjustment to the spell slot, but he can only add electricity in this fashion.

Electricity Resistance (Ex): At 2nd level, an Electromancer gains electricity resistance 5. This resistance increases to 10 at 4th level, 20 at 6th level, and 30 at 8th level. At 10th level, he gains immunity to electricity damage.

Static Shock (Sp): At 2nd level, a character in this Prestige Class gains the ability to deliver a touch attack, create a 20-foot radius burst (with a range of 60 feet from the caster), or shoot a 60-foot line of electricity that deals damage equal to the highest level electricity spell he can cast or has prepared as a standard action. This works exactly like the Storm Bolt reserve feat, but it adds the options of touch attack and burst, as well as increasing the size of the line. Damage equals the level of the spell in d6 (3rd level = 3d6, 4th level = 4d6, and so on).

Electric Armor (Su): As an immediate action, the Electromancer may generate a personal field of static electricity that affects whoever happens to be attacking him with natural weapons or manufactured weapons (except reach weapons, and weapons not made of metal). Anyone attempting to grapple or attack him in melee takes electricity damage and must make a Fort save or be stunned for one round (DC = 10 + Electromancer level + relevant casting attribute). The Electromancer may use this ability once per day for every two levels. Damage is equal to the level of the highest electricity based spell available to him times 2d6. (In other words, if he has access to 5th-level spells, it's 10d6. If he has access to 6th-level spells, it's 12d6, and so on. Note that this only applies if he knows a spell of that level: if he has access to 5th-level spells and only knows electric spells up to 4th level, the damage would be 8d6, for example).

Bonus Metamagic Feat: You gain a bonus metamagic feat, though you must still fulfill prerequisites.

Defibrilate(Su): The Electromancer may, as a standard action, use his Static Shock ability to attempt to shake off paralysis from a target. He makes a Heal check against the paralysis' save DC. Should he fail, nothing happens. Should he make it, the target's paralysis is removed. (At the DM's discretion, the same mechanics can be used to save someone from a heart attack.)

Thunder Dome (Su): (cookie for the reference!) As a standard action, the caster may create a 30-ft radius dome of electricity centered on himself, that lasts for up to 1 minute per caster level, a number of times per day equal to his relevant casting ability's modifier. Anyone or anything within or entering this dome except for the caster (and those he designates) takes 10d6 electricity damage per round. This includes projectiles of an extraordinary nature, such as giant boulders and even spells. Should a spell try to penetrate the dome in this fashion, its damage is compared to the damage dealt by the dome. If the dome's damage is greater, the spell is unable to penetrate it. If the spell's damage is greater, however, it penetrates the dome, dispelling it and dealing the excess damage to the intended target. If they're exactly the same, both are harmlessly dispelled.

Sudden Quicken: The character gains the Sudden Quicken feat even if he does not meet the prerequisites.

Quickened Thought (Ex): The Electromancer thinks faster, reacts faster to stimuli, and goes through thought processes in a much easier fashion. As such, he can add his Intelligence modifier to initiative, and he cannot be surprised, or caught flat-footed. In addition, the DM should facilitate the resolution of puzzles provided the character has all the information he needs (since the character thinks faster than the player does), and he receives a +4 enhancement bonus to all Int-based skills.

Accelerated Performance (Ex): Electromancers become naturally adept at controlling their own nervous system, which means they can send surges of adrenalin coursing through their bodies and increase their physical capabilities. Once per day as a standard action they may add a +5 enhancement bonus to one physical ability score of their choice. This bonus lasts for 1 round plus their Constitution modifier. Additionally, they can prevent themselves from feeling pain, slow down their own heart beat, that kind of thing.

Life Goes By So Quick (Su): The character is permanently hasted, as per the spell. Dispelling only suppresses this ability for 1d4 rounds.

Faster Than Time Itself (Su): By this point, Electromancers are capable of accelerating their own metabolisms to such a degree that they can move as though time itself had stopped for them. They can, as an immediate action, activate an effect similar to the spell Time Stop, functioning in every way the same except that they are able to cast damaging, non-delayed spells during this effect. This, however, has two drawbacks. One, for every round one remains in this state beyond the first, he suffers cumulative -4 ability drain to Constitution and 4d6 damage, as he forces his body to reach unnaturally high speeds. If his Con reaches 0, he dies. Second, the character is considered exhausted after the effect ends, and must make a Fortitude save (DC = 20 + number of rounds spent beyond the first) or fall unconscious due to the excessive trauma of shifting his metabolism speed so hard. Creatures without a nerve system, or that have it but do not make use of it (such as some undead) cannot use this ability.

Thunder Pierces All: By this point, an Electromancer's spells are so potent that they deal damage even to creatures immune to electricity, half the amount the would normally deal, rounded down.

Ride the Lightning (Su): (again, cookie for the reference!) At the pinnacle of mastery, Electromancers learn how to become lightning itself. As a standard action, an Electromancer may shift to his lightning form. He temporarily becomes a native outsider, gaining all qualities and defects of one (although he cannot be warded by Protection versus Alignment spells). He also gains a flight speed (average maneuverability) equal to his land speed, and may "bolt", moving at four times his speed (five times if he has the Run feat) as a move action. Lightning form lasts 1 round per Electromancer level. While in lightning form, the Electromancer may power his electricity spells with any metamagic feat he knows on the spot, but in doing so he reduces the time he can spend in this form by a number of rounds equal to the metamagic feat's modifier. (For example, if he wants to cast a maximized Lightning Bolt, he would lose two rounds). This does not apply to previously prepared spells or spells within his normal casting limits, only for those exceeding his limit. If submersed in salt water or another similarly conductive liquid, the Electromancer suffers 20d6 damage per round as his energy is dispersed throughout the liquid (though any creatures in contact with the liquid are also dealt half as much), up to a limit of 10 ft. per caster level, and has his remaining time halved. Finally, while in lightning form, the Electromancer may invade the body of any creature with an electricity-based nervous system, and use it as his puppet. The Electromancer must make a touch attack, and if successful, the target makes a Fortitude save (DC = 10 + Electromancer level + relevant ability modifier). If it succeeds, the Electromancer is unable to try and enter its body again for 24 hours. If it doesn't, the Electromancer invades its body, and attempts to take control of anything functioning based on electric signals. The victim then makes a Will save at the same DC: if it wins, the Electromancer must make a caster check against the target's Will save whenever it tries to force the body to do something (such as stopping the heart, for example). If it loses, the victim is effectively physically possessed. It's under the complete control of the Electromancer, who can mantain it for a number of hours equal to his class level (due to the fact that he minimizes the amount of energy required to sustain his form for that period). The "possessor" may, even, should the victim fail a Will save (DC = 10 + Class level + relevant modifier), change its memories, tastes, and the like, though each such action requires 1 hour of activity during which neither the body nor the caster may be interrupted. Control is not by any means subtle: the victim often twitches and/or spasms, and might not blink if the Electromancer doesn't command it to. Whenever an Electromancer reverts back to normal (whether by his own will or time running out) he must rest without interruption for 10 minutes to "recharge". Until he is "recharged", no abilities that comes from this class can be activated again. "Recharging" cannot be forced.

Fixed a couple of things, going to add another post stating the changes later.
Sinfire Titan

03-19-08, 04:14 PM
I was taking a look at some PrCs the other day and I decided to check how many of them were more elementally flavored. Unsurprisingly, I found that most of them are in Frostburn, Sandstorm and other such splatbooks... but I was relatively surprised to find that, apparently, there aren't any -really- good lightning-based classes. Ergo, the Electromancer (Rai-sai).

NOTE: Don't expect much fancy formatting from me.

The ask someone to do it for you very nicely. If you would like, I can do this in a matter of minutes.

The Electromancer

"It's no use. I'll never tell you where the orphaned kids are!"
"Oh, I don't think you need to tell us, when I can just rip that information out of you."
*ZAAAAP*

Electromancers are best defined as spellcasters with an unusual affinity to lightning. Though considered incredibly narrow-focused by many other spellcasters, this focus often pays off in many ways, as Electromancers have a certain tendency to argue that electricity is actually the most perfect energy form found in nature.
NPC Electromancers tend to be show-offs and are prone to thrill-seeking, though this rule obviously has many exceptions.

Ok.

Hit Die: d6.

Meh. A moderate improvement.

Requirements:
Alignment: Any chaotic.
Skills: Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks, Heal 4 ranks.
Feats: Energy Substitution (Electricity), two other metamagic feats.
Spells: Must know at least one spell of each level that he can cast that deals electricity damage. Must be able to cast 3rd-level spells.
Special: Must have been voluntarily struck by lightning and survived. (Ressurrection does -not- count for that purpose!)

Jeez. Three feats, a special RPing requirement that very well could kill an unpreped mage, but is easily doable with a pair of spells. Oh, and ranks in a moot skill.

Class Skills: Concentration, Craft, Decipher Script, Knowledge (all), Profession, Spellcraft.
Proficiencies: none gained.

BAB: Low
Fort: Low
Ref: High
Will: High
Caster Progression: +1 caster on every odd level (1,3,5,7,9)

Expected for the Saves and BAB, but with all of the entry requirements, why only 1/2 progression? This seems way too nerfed for an elemental specialist.

1. Thunder Spell Power, Lightning Dash, Electric Spell Adaptability
2. Electricity Resistance,
3. Bonus Metamagic Feat, Static Shock,
4. Defibrilate, Sudden Quicken, Electric Armor
5. Thunder Dome
6. Quickened Thought
7. Accelerated Performance
8. Life Goes By So Quick
9. Faster than Time Itself
10. Ride the Lightning

There. All you had to do was hit the little # button while posting this, and you could have separated the features. But I'll do a better job in a little while.

Class Features

Now we get to the real grit.

Thunder Spell Power: Any spell or supernatural ability with the electricity descriptor is cast at "full" caster level; in other words, a character adds his Electromancer levels to his other class' levels to determine his total caster level when casting spells or activating supernatural abilities with the electricity descriptor. Energy Substitution counts for this purpose. For example, a 6th level Wizard/3rd level Electromancer would be considered a 9th level caster for the purposes of casting electricity-based spells. If he were to cast a normal fireball, he would be considered a 6th level caster. However, if he were to cast a Fireball using Energy Substitution (Electricity) he would be considered a 9th level caster.


...And? This is really a worthless slot for a class feature. At least boost the CL by 2-3 points. As is, this is meaningless.

Lightning Dash (Ex): An Electromancer is quick of foot. He gains a cumulative +5 ft. competence bonus to his speed for every level in this class.

+50 ft at 10th level? A bit much, but it really doesn't matter. Most mages never walk unless they want to conserve spells. Nice thing to have though.

Lightning Spell Adaptability: An Electromancer can apply the Energy Substitution feat to any spell he can cast without preparing it ahead of time (if he prepares spells) or increasing casting time (if he casts spells spontaneously), but he can only add electricity in this fashion.


Worthless. Seriously, this is weaker than Rapid Metamagic. Or Uncanny Forethought. Maybe lower the slot adjustment for the feat instead?

Electricity Resistance (Ex): At 2nd level, an Electromancer gains electricity resistance 5. This resistance increases to 10 at 4th level, 20 at 6th level, and 30 at 8th level. At 10th level, he gains immunity to electricity damage.

Tempting. Not bad.

Static Shock (Spell): At 2nd level, a character in this Prestige Class gains the ability to deliver a touch attack, create a 20-foot radius burst, or shoot a 60-foot line of electricity that deals damage equal to the highest level electricity spell he can cast or has prepared as a standard action. This works exactly like the Storm Bolt reserve feat, but it adds the options of touch attack and burst, as well as increasing the size of the line.

...? As written, this is horrid. Is it just the level of the spell for the damage? Or did you mean 1d6/level of the spell? And is this (Su), (Ex), or (Sp)? Weak, worthless, will never see play from anything but the most spell-stingy mage. And even then, Storm Bolt beats it. And how far can the burst be from the mage? What is the range on that? And if the effect is the same as the Storm Bolt feat, then why not have that as the requirement to enter this PrC?

Electric Armor (Su): As an immediate action, the Electromancer may generate a personal field of static electricity that affects whoever happens to be attacking him with natural weapons or manufactured weapons (except reach weapons, and weapons not made of metal). Anyone attempting to grapple or attack him in melee takes 4d6 electricity damage and must make a Fort save or be stunned for one round (DC = 10 + Electromancer level + relevant casting attribute). The Electromancer may use this ability once per day for every three levels.

Talk about underpowered. This is similar to a spell in PH2. Only worse. With only a d6 for HD (and most of the time, they will only have d4's prior to this PrC) trying to use this ability is suicidal. So limited, only 3/day, low DC, and the damage is negligible. Not worth it.

Bonus Metamagic Feat: Do I -need- to spell it out?

Yes. You do. Otherwise you get shenanigans like the Rogue with Swallow Whole. You need to state that they have to meet the requirements for the feat as normal. Otherwise you will have people getting Persistent Spell without needing Extend Spell. Or worse.

Defibrilate(Su): The Electromancer may, as a standard action, use his Static Shock ability to attempt to shake off paralysis from a target. He makes a Heal check against the paralysis' save DC. Should he fail, his target takes damage normally. Should he make it, however, the target may make a Fortitude save against the damage dealt for half damage, in addition to having the paralysis condition removed. (At the DM's discretion, the same mechanics can be used to save someone from a heart attack.)

Wow. This is worthless. Heal is still CC for them. And is this a Touch attack? And why do they take damage if this is supposed to help someone?

Thunder Dome (Su): (cookie for the reference!) As a standard action, the caster may create a 30-ft radius dome of electricity centered on himself, that lasts for up to 1 minute per caster level, a number of times per day equal to his relevant casting ability's modifier. Anyone or anything within or entering this dome except for the caster (and those he designates) takes 10d6 electricity damage per round. This includes projectiles of an extraordinary nature, such as giant boulders and even spells. Should a spell try to penetrate the dome in this fashion, its damage is compared to the damage dealt by the dome. If the dome's damage is greater, the spell is unable to penetrate it. If the spell's damage is greater, however, it penetrates the dome, dispelling it and dealing the excess damage to the intended target. If they're exactly the same, both are harmlessly dispelled.

Bad reference. And badly worded ability. What about spells that don't deal damage? And why does the spell penetrating the dome Dispel the dome itself? Plus, there is no way around it without breaching the shield. And no save against the damage. 10d6/round isn't much, but when they can't stop it, then it really adds up. Tone it down, and clarify it a little.

Sudden Quicken: The character gains the Sudden Quicken feat even if he does not meet the prerequisites.

Ok.

Quickened Thought (Ex): The Electromancer thinks faster, reacts faster to stimuli, and goes through thought processes in a much easier fashion. As such, he can add his Intelligence modifier to initiative. In addition, the DM should facilitate the resolution of puzzles provided the character has all the information he needs (since the character thinks faster than the player does), and he receives a +4 haste bonus to all Int-based skills.

Needs to come much sooner.

Accelerated Performance (Ex): Electromancers become naturally adept at controlling their own nervous system, which means they can send surges of adrenalin coursing through their bodies and increase their physical capabilities. Once per day as a standard action they may add a +5 haste bonus to one physical ability score of their choice. This bonus lasts for 1 round plus their Constitution modifier. Additionally, they can prevent themselves from feeling pain, slow down their own heart beat, that kind of thing.


First, don't make up new bonus types. And secondly, this is worthless. Physical only? Other than Dex or Con, what use do you have for this? And the duration is short. Way too short.

Life Goes By So Quick (Su): The character is permanently hasted, as per the spell. Dispelling only suppresses this ability for 1d4 rounds.


Now we are talking good. This is actually worth something. Though, it isn't worth much to anything but a Gish build. And this really hurts Gish builds to dip this far into the PrC and get nothing else out of it.

Faster Than Time Itself (Su): By this point, Electromancers are capable of accelerating their own metabolisms to such a degree that they can move as though time itself had stopped for them. They can, as an immediate action, activate an effect similar to the spell Time Stop, functioning in every way the same except that they are able to cast damaging, non-delayed spells during this effect. This, however, has two drawbacks. One, for every round one remains in this state beyond the first, he suffers a cumulative -2 penalty to Constitution and 2d6 damage, as he forces his body to reach unnaturally high speeds. If his Con reaches 0, he dies. Second, the character is considered exhausted after the effect ends, and must make a Fortitude save (DC = 20 + number of rounds spent beyond the first) or fall unconscious due to the excessive trauma of shifting his metabolism speed so hard.

Broken. Broken wide open pal. Tone this waaaaaaaay down. It may sound fine in your head, but with no limit on the number of times they can use it, and a cap of Con penalty of -10, and only 20d6 damage at this level, this is too strong.

Thunder Pierces All: By this point, an Electromancer's spells are so potent that they deal damage even to creatures immune to electricity, half the amount the would normally deal, rounded down.

Come sooner!

Ride the Lightning (Su): (again, cookie for the reference!) At the pinnacle of mastery, Electromancers learn how to become lightning itself. As a standard action, an Electromancer may shift to his lightning form. He temporarily becomes a native outsider, gaining all qualities and defects of one (although he cannot be warded by Protection versus Alignment spells). He also gains a flight speed equal to his land speed, and may "bolt", moving at four times his speed (five times if he has the Run feat) as a move action. While in lightning form, the Electromancer may power his electricity spells with any metamagic feat he knows on the spot, but in doing so he reduces the time he can spend in this form by a number of rounds equal to the metamagic feat's modifier. (For example, if he wants to cast a maximized Lightning Bolt, he would lose two rounds). This does not apply to previously prepared spells or spells within his normal casting limits, only for those exceeding his limit. If submersed in salt water or another similarly conductive liquid, the Electromancer suffers 20d6 damage per round as his energy is dispersed throughout the liquid (though any creatures in contact with the liquid are also dealt half as much), up to a limit of 10 ft. per caster level, and has his remaining time halved. Finally, while in lightning form, the Electromancer may invade the body of any creature with an electricity-based nervous system, and use it as his puppet. The Electromancer must make a touch attack, and if successful, the target makes a Fortitude save (DC = 10 + caster level). If it succeeds, the Electromancer is unable to try and enter its body again for 24 hours. If it doesn't, the Electromancer invades its body, and takes control of anything functioning based on electric signals. The victim then makes a Will save at the same DC: if it wins, the Electromancer must make a caster check against the target's Will save whenever it tries to force the body to do something (such as stopping the heart, for example). If it loses, the victim is effectively physically possessed. It's under the complete control of the Electromancer, who can mantain it for a number of hours equal to his class level (due to the fact that he minimizes the amount of energy required to sustain his form for that period). The "possessor" may, even, should the victim fail a Will save (DC = 10 + Class level + relevant modifier), change its memories, tastes, and the like, though each such action requires 1 hour of activity during which neither the body nor the caster may be interrupted. Whenever an Electromancer reverts back to normal (whether by his own will or time running out) he must rest without interruption for 10 minutes to "recharge". Until he is "recharged", no abilities that comes from this class can be activated again. "Recharging" cannot be forced.


...! This is almost as strong as the other two. Tone this down HARD!

Well, that's the initial idea anyway. Thoughts?

A mix between overpowered and horridly nerfed.
Nirid

03-19-08, 04:38 PM
Worthless. Seriously, this is weaker than Rapid Metamagic. Or Uncanny Forethought. Maybe lower the slot adjustment for the feat instead?


I was under the impression that Energy Sub was a 0 adjustment. Energy Admixture is 4.
Sinfire Titan

03-19-08, 04:48 PM
I was under the impression that Energy Sub was a 0 adjustment. Energy Admixture is 4.

ES is +1, EA is +3.
Kuroimaken

03-19-08, 06:14 PM
I was under the impression that Energy Sub was a 0 adjustment. Energy Admixture is 4. I was under the same impression. Going to fix that in a moment.

Jeez. Three feats, a special RPing requirement that very well could kill an unpreped mage, but is easily doable with a pair of spells. Oh, and ranks in a moot skill. Yep. You gotta WANT to be in this PrC. I'm not building it to synergize with anything: if people want to take this, I want them to take it all the way.

Expected for the Saves and BAB, but with all of the entry requirements, why only 1/2 progression? This seems way too nerfed for an elemental specialist. Because this guy is more specialized than your regular specialist. Further, full progression might sweeten this a little too much -- note that the Spells requirement in the entry doesn't say you have to keep on picking more electricity spells, it just assumes you're going to.

...And? This is really a worthless slot for a class feature. At least boost the CL by 2-3 points. As is, this is meaningless. I'll think about it, but cut me some slack, this is at first level. You didn't expect to see really sweet stuff that soon, did you?

+50 ft at 10th level? A bit much, but it really doesn't matter. Most mages never walk unless they want to conserve spells. Nice thing to have though. It's more of an afterthought, really.

Worthless. Seriously, this is weaker than Rapid Metamagic. Or Uncanny Forethought. Maybe lower the slot adjustment for the feat instead? I was under the impression that Energy Substitution was at +0 adjustment. As I said, I'm going to correct this.

...? As written, this is horrid. Is it just the level of the spell for the damage? Or did you mean 1d6/level of the spell? And is this (Su), (Ex), or (Sp)? Weak, worthless, will never see play from anything but the most spell-stingy mage. And even then, Storm Bolt beats it. And how far can the burst be from the mage? What is the range on that? And if the effect is the same as the Storm Bolt feat, then why not have that as the requirement to enter this PrC? Granted. Gonna need to work the wording on that better.

Talk about underpowered. This is similar to a spell in PH2. Only worse. With only a d6 for HD (and most of the time, they will only have d4's prior to this PrC) trying to use this ability is suicidal. So limited, only 3/day, low DC, and the damage is negligible. Not worth it. I suppose you're right, but this is more of an emergencial ability. I suppose I could bump the uses per day a bit, though.

Yes. You do. Otherwise you get shenanigans like the Rogue with Swallow Whole. You need to state that they have to meet the requirements for the feat as normal. Otherwise you will have people getting Persistent Spell without needing Extend Spell. Or worse. Is that rogue's name Kirby? Seriously though, working on it.

Wow. This is worthless. Heal is still CC for them. And is this a Touch attack? And why do they take damage if this is supposed to help someone? Huh? I was sure I'd added Heal to their class skill list. Seems not. Thanks for pointing it out. Oh, and it deals damage because the Electromancer isn't supposed to go around healing everyone. I just figured his electric powers could have some other uses.

Bad reference. And badly worded ability. What about spells that don't deal damage? And why does the spell penetrating the dome Dispel the dome itself? Plus, there is no way around it without breaching the shield. And no save against the damage. 10d6/round isn't much, but when they can't stop it, then it really adds up. Tone it down, and clarify it a little. Okay, I'll clarify it, but... this is still electricity damage we're talking about. You can always use resist/endure/whatever elements to counter it. Besides, the only save that'd make sense against this is Reflex, and I'm having a hard time figuring out how a rogue can dodge a ball of lightning when he's INSIDE it and it has a duration.

Needs to come much sooner. Hmmm. Could be. The reason I put this later is because I figured the guy would only start manipulating his own brain activity at mid-levels.

First, don't make up new bonus types. And secondly, this is worthless. Physical only? Other than Dex or Con, what use do you have for this? And the duration is short. Way too short. Hmmm. Looks like I need to catch up with my list of bonus types... guess haste bonuses died with 3.0, then. As for the ability itself, I just tried to figure out what the effects of adrenalin in D&D would be. It usually doesn't last very long, anyway.

Now we are talking good. This is actually worth something. Though, it isn't worth much to anything but a Gish build. And this really hurts Gish builds to dip this far into the PrC and get nothing else out of it. Heh, figured it made sense. Although this would definitely be better with 3.0 haste.

Broken. Broken wide open pal. Tone this waaaaaaaay down. It may sound fine in your head, but with no limit on the number of times they can use it, and a cap of Con penalty of -10, and only 20d6 damage at this level, this is too strong. Actually, by this point a lot of psionic characters would be getting Temporal Acceleration -- same thing, but no drawbacks, though it burns PPs like a mother. I don't understand where you're getting your limits from, but given that this guy has low Fort and he's already gonna make the save at a penalty, this can be horribly dangerous to use -- it's a coup de grace waiting to happen.

Come sooner! I'll think about it.

...! This is almost as strong as the other two. Tone this down HARD! Why? The possession aspect pretty much evens out with Magic Jar, sans the problem with the gem, but with the added trouble of additional Will saves. The added ability to fly is practically moot at this point -- our guy would probably be flying from day one of entering this PrC, since he -requires- 3rd level spells to enter. Though he can't be hedged out by Protection vs. Alignment, he could still be grounded with a good enough lightning rod. The empowering aspect isn't that big a deal, either -- how many feats would you be adding to a spell, anyway? And since it's limited to damage-dealing spells, you can't use it to buff yourself or anyone else for that matter. Besides, the "recharge" period between uses guarantees you won't be using this more than once per combat.
Sinfire Titan

03-19-08, 06:57 PM
I was under the same impression. Going to fix that in a moment.

Yep. You gotta WANT to be in this PrC. I'm not building it to synergize with anything: if people want to take this, I want them to take it all the way.

The lose of CL hurts that want greatly. Make it 8/10s instead of 1/2, and then someone will really give if though.

Because this guy is more specialized than your regular specialist. Further, full progression might sweeten this a little too much -- note that the Spells requirement in the entry doesn't say you have to keep on picking more electricity spells, it just assumes you're going to.

I know. But even the Master Specialist and Archmage don't lose Spells/Day.

I'll think about it, but cut me some slack, this is at first level. You didn't expect to see really sweet stuff that soon, did you?
It's more of an afterthought, really.


This is spellcasting we are talking about. If it isn't good, it isn't worth a bloody thing!


I suppose you're right, but this is more of an emergencial ability. I suppose I could bump the uses per day a bit, though.

Emergency? If I were in that kind of an emergency, I would prefer to teleport. Fast.

Huh? I was sure I'd added Heal to their class skill list. Seems not. Thanks for pointing it out. Oh, and it deals damage because the Electromancer isn't supposed to go around healing everyone. I just figured his electric powers could have some other uses.

The way it was worded, I had to pause and read it six times to realize that the patient was the one getting hit by the damage, not the caster. And at the level you get this ability, Wands of Lesser Panacea/Remove Paralysis are dirt cheap. If you are still using a class feature to do something that easy, then you have real problems.


Okay, I'll clarify it, but... this is still electricity damage we're talking about. You can always use resist/endure/whatever elements to counter it. Besides, the only save that'd make sense against this is Reflex, and I'm having a hard time figuring out how a rogue can dodge a ball of lightning when he's INSIDE it and it has a duration.

Same way they dodge Fireballs and Meteor Swarms: Gaps. Lots of Gaps. I can see it more like those spheres they have in toy stores that have the electricity flying all around them, and they follow your fingers when you touch them. I can never remember what they are called.

Hmmm. Could be. The reason I put this later is because I figured the guy would only start manipulating his own brain activity at mid-levels.

Dude, the odds are this caster is a Wizard. If he is just now using his brain, then he should not be a Wizard. Ever.

Hmmm. Looks like I need to catch up with my list of bonus types... guess haste bonuses died with 3.0, then. As for the ability itself, I just tried to figure out what the effects of adrenalin in D&D would be. It usually doesn't last very long, anyway.

Enhancement. Easily. Think Tenser's Transformation, and you wouldn't be far off.

Heh, figured it made sense. Although this would definitely be better with 3.0 haste.

That broken piece of gold?

Actually, by this point a lot of psionic characters would be getting Temporal Acceleration -- same thing, but no drawbacks, though it burns PPs like a mother. I don't understand where you're getting your limits from, but given that this guy has low Fort and he's already gonna make the save at a penalty, this can be horribly dangerous to use -- it's a coup de grace waiting to happen.

You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.

While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.


Care to quote yourself on that? You allow them to injure other beings. TA and Time Stop were nerfed (poorly) in 3.5.
Sinfire Titan

03-19-08, 07:02 PM
Why? The possession aspect pretty much evens out with Magic Jar, sans the problem with the gem, but with the added trouble of additional Will saves. The added ability to fly is practically moot at this point -- our guy would probably be flying from day one of entering this PrC, since he -requires- 3rd level spells to enter. Though he can't be hedged out by Protection vs. Alignment, he could still be grounded with a good enough lightning rod. The empowering aspect isn't that big a deal, either -- how many feats would you be adding to a spell, anyway? And since it's limited to damage-dealing spells, you can't use it to buff yourself or anyone else for that matter. Besides, the "recharge" period between uses guarantees you won't be using this more than once per combat.
Reply With Quote

Sorry, I ran out of post space (stupid word limit).

At the pinnacle of mastery, Electromancers learn how to become lightning itself. As a standard action, an Electromancer may shift to his lightning form. He temporarily becomes a native outsider, gaining all qualities and defects of one (although he cannot be warded by Protection versus Alignment spells). He also gains a flight speed equal to his land speed, and may "bolt", moving at four times his speed (five times if he has the Run feat) as a move action. While in lightning form, the Electromancer may power his electricity spells with any metamagic feat he knows on the spot, but in doing so he reduces the time he can spend in this form by a number of rounds equal to the metamagic feat's modifier.

Strong part.

If submersed in salt water or another similarly conductive liquid, the Electromancer suffers 20d6 damage per round as his energy is dispersed throughout the liquid (though any creatures in contact with the liquid are also dealt half as much), up to a limit of 10 ft. per caster level, and has his remaining time halved.

Nerf? Not quiet. You have a fly speed, and no listed Maneuverability. Even at Clumsy, he can still steer clear of water. And, 90% of the time, campaigns take place in the middle of dry land!

Finally, while in lightning form, the Electromancer may invade the body of any creature with an electricity-based nervous system, and use it as his puppet. The Electromancer must make a touch attack, and if successful, the target makes a Fortitude save (DC = 10 + caster level). If it succeeds, the Electromancer is unable to try and enter its body again for 24 hours. If it doesn't, the Electromancer invades its body, and takes control of anything functioning based on electric signals. The victim then makes a Will save at the same DC: if it wins, the Electromancer must make a caster check against the target's Will save whenever it tries to force the body to do something (such as stopping the heart, for example). If it loses, the victim is effectively physically possessed. It's under the complete control of the Electromancer, who can mantain it for a number of hours equal to his class level (due to the fact that he minimizes the amount of energy required to sustain his form for that period). The "possessor" may, even, should the victim fail a Will save (DC = 10 + Class level + relevant modifier), change its memories, tastes, and the like, though each such action requires 1 hour of activity during which neither the body nor the caster may be interrupted. Whenever an Electromancer reverts back to normal (whether by his own will or time running out) he must rest without interruption for 10 minutes to "recharge". Until he is "recharged", no abilities that comes from this class can be activated again. "Recharging" cannot be forced.

Hey hos? See that little bolded part there? That's why I said it was broken. CL is ridiculously easy to boost. The DC will be insanely high. Magic Jar offers a save based on the DC of the spell itself. And to top it off, the wording on this is shoddy. It needs fixing badly.
Kuroimaken

03-19-08, 08:28 PM
The lose of CL hurts that want greatly. Make it 8/10s instead of 1/2, and then someone will really give if though. Done.

Hey hos? See that little bolded part there? That's why I said it was broken. CL is ridiculously easy to boost. The DC will be insanely high. Magic Jar offers a save based on the DC of the spell itself. And to top it off, the wording on this is shoddy. It needs fixing badly. Agreed. Changed that.

Emergency? If I were in that kind of an emergency, I would prefer to teleport. Fast. Not everyone has that kind of option. Bumped the damage up nonetheless.

The way it was worded, I had to pause and read it six times to realize that the patient was the one getting hit by the damage, not the caster. And at the level you get this ability, Wands of Lesser Panacea/Remove Paralysis are dirt cheap. If you are still using a class feature to do something that easy, then you have real problems. Good point. Defibrilate no longer deals damage.

Dude, the odds are this caster is a Wizard. If he is just now using his brain, then he should not be a Wizard. Ever.
Using your brain and controlling your brain activity are two very, VERY different things. Anyway, added a little 'oomph' to the ability.

Enhancement. Easily. Think Tenser's Transformation, and you wouldn't be far off. Done.

Care to quote yourself on that? You allow them to injure other beings. TA and Time Stop were nerfed (poorly) in 3.5. I'm not quite sure what you mean by this. I gave them the ability to hurt others while in a Time Stop-like frame. Unlike actual Time Stop, though, you're not entering another time frame, you're accelerating yourself REALLY fast -- and it can kill you (I bumped up the con penalty and the damage, too).
Sinfire Titan

03-19-08, 08:41 PM
I'm not quite sure what you mean by this. I gave them the ability to hurt others while in a Time Stop-like frame. Unlike actual Time Stop, though, you're not entering another time frame, you're accelerating yourself REALLY fast -- and it can kill you (I bumped up the con penalty and the damage, too).

Same with TA. And just make it Con damage instead of HP damage and a penalty. And put a clause in it to prevent undead from abusing that ability. Like have it deal Cha drain if you are immune to Con damage. Lesser of two evils for that.

But what I meant was that neither Time Stop nor TA allowed you to injure those who aren't in the effect (ie, anyone but yourself and the things you summon). Your ability allows them to actually enter another Time Frame. This is something normal energy can't do, and something that is far beyond the scope of pre-Epic magic. You are giving them something they should be getting around 21st 6 levels ahead of time. That is a dangerous ground to try and break. I recommend changing it to something else. Like maybe make it auto-delay any Electricity spell they cast so they all go off one round after the effect ends.
Kuroimaken

03-19-08, 08:46 PM
Same with TA. And just make it Con damage instead of HP damage and a penalty. And put a clause in it to prevent undead from abusing that ability. Like have it deal Cha drain if you are immune to Con damage. Lesser of two evils for that.

But what I meant was that neither Time Stop nor TA allowed you to injure those who aren't in the effect (ie, anyone but yourself and the things you summon). Your ability allows them to actually enter another Time Frame. This is something normal energy can't do, and something that is far beyond the scope of pre-Epic magic. You are giving them something they should be getting around 21st 6 levels ahead of time. That is a dangerous ground to try and break. I recommend changing it to something else. Like maybe make it auto-delay any Electricity spell they cast so they all go off one round after the effect ends. Good point about the undead. But wouldn't the auto-delay be effectively the same thing as letting him deal damage to them while he's using that ability?
Sinfire Titan

03-19-08, 08:54 PM
Good point about the undead. But wouldn't the auto-delay be effectively the same thing as letting him deal damage to them while he's using that ability?

Well, as is, they can't move. Logic would state that they wouldn't get any saves against the effects of your other spells if you cast while they aren't even able to act. Kinda like they are always willing to take the spell effect. Only you are forcing it down their throats with one feature.
dman11235

03-19-08, 10:02 PM
Are you aware of the Elemental Savant? The Stormlord? Those are two very electricity based casting classes. And this is very reminiscent of the ES.

And Sinfire? ES is a +0 adjustment, EA is a +4. They were right.

More later, I've got a lot to look through with this class. It's a very busy one.
Kuroimaken

03-19-08, 10:38 PM
Well, as is, they can't move. Logic would state that they wouldn't get any saves against the effects of your other spells if you cast while they aren't even able to act. Kinda like they are always willing to take the spell effect. Only you are forcing it down their throats with one feature. Hmm, that makes sense. Except I never said the spells themselves are moving as fast as you are. THAT would be overpowered.

Are you aware of the Elemental Savant? The Stormlord? Those are two very electricity based casting classes. And this is very reminiscent of the ES.

And Sinfire? ES is a +0 adjustment, EA is a +4. They were right.

More later, I've got a lot to look through with this class. It's a very busy one. I didn't say there WEREN'T any, I said I failed to see any that were good enough to my liking. Although, I don't recall the existence of lightning elementals...
dman11235

03-19-08, 11:03 PM
It's air, but the elemental damage is electricity.

And like I said, my review shall come soon, but my brain is a little too tired right now to make good judgment calls. I'll probably stop by later. I do like the idea of getting an arcane Stormlord (which is a nice PrC btw) equivelent. You'll just have to change some things. And it does need near full casting. If not full. But probably missing two levels (at 1 and at 5 or 6 would be good ones to lose at).
Kuroimaken

03-19-08, 11:42 PM
It's air, but the elemental damage is electricity.

And like I said, my review shall come soon, but my brain is a little too tired right now to make good judgment calls. I'll probably stop by later. I do like the idea of getting an arcane Stormlord (which is a nice PrC btw) equivelent. You'll just have to change some things. And it does need near full casting. If not full. But probably missing two levels (at 1 and at 5 or 6 would be good ones to lose at). Looking forward to it. Although I already changed the spellcasting progression.

Also, I'm not up to date with cleric domains. If there are any lightning-flavored ones, a cleric might also meet the requirements.
dman11235

03-19-08, 11:51 PM
Not off the top of my head, no. But check Crystal Keep. It might have it.
Sinfire Titan

03-20-08, 01:38 AM
Looking forward to it. Although I already changed the spellcasting progression.

Also, I'm not up to date with cleric domains. If there are any lightning-flavored ones, a cleric might also meet the requirements.

Storm domain. Hell, that all ready grants Resistance to Electricity 5. Without even using a spell.

I didn't say there WEREN'T any, I said I failed to see any that were good enough to my liking. Although, I don't recall the existence of lightning elementals...

Storm Elementals from the MM3. And the Stormcaster from Stormwrack. Oddly enough, RAW the class mentions nothing about advancing spellcasting. Despite the fact that it shows 9/10ths in the advancement table.

Dman: Huh. I stand corrected.
Kuroimaken

03-20-08, 10:38 AM
Storm Elementals from the MM3. And the Stormcaster from Stormwrack. The Stormcaster has more of a sea flavor to him -- the guy boosts CL for any spell with the electricity, air, sonic and water descriptors. He's not really focused on lightning.
Sinfire Titan

03-20-08, 06:59 PM
The Stormcaster has more of a sea flavor to him -- the guy boosts CL for any spell with the electricity, air, sonic and water descriptors. He's not really focused on lightning.

Meh. Still fits the idea though.
dman11235

03-20-08, 10:42 PM
Hey, you wanna put the stuff into a table? It makes it easier to read. And it makes it look cleaner, more professional. If you need a template, check out the sticky PrC maker's Cheat Sheet. You can copy/paste the table there and fill in the gaps. Either that or in my sig's handy haversack there's a link to another guide (no guarantee that copy/paste works, since it's GitP).
Kuroimaken

03-21-08, 02:01 AM
Hey, you wanna put the stuff into a table? It makes it easier to read. And it makes it look cleaner, more professional. If you need a template, check out the sticky PrC maker's Cheat Sheet. You can copy/paste the table there and fill in the gaps. Either that or in my sig's handy haversack there's a link to another guide (no guarantee that copy/paste works, since it's GitP). I was under the impression it was ALREADY in a table.
dman11235

03-21-08, 04:55 PM
Like, a good looking one. Take a look at the base classes in Sinfire's sig, or the PrC, or the classes in my sig. That's what I mean. Or go to the link I told you about (in my sig's Handy Haversack), that'll have a table. It looks a lot nicer, and is more professional.
IdleAltruism

03-21-08, 06:53 PM
NOTE: Don't expect much fancy formatting from me.

When you put PEACH in your thread title you're asking people evaluate your work. Not only does a nice table make it look nice, it also makes it easier for others to help you. Tables give quick reference and an overall view of the class, making it easier for them to evaluate it. It also reflects on you, how much effort you put into making the class.

Hit Die: d6.

Does this class really warrant a d6 HD? It looks like a regular blaster mage to me, why should they get a HP boost?

Requirements:
Alignment: Any chaotic.
Skills: Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks, Heal 4 ranks.
Feats: Energy Substitution (Electricity), two other metamagic feats.
Spells: Must know at least one spell of each level that he can cast that deals electricity damage. Must be able to cast 3rd-level spells.
Special: Must have been voluntarily struck by lightning and survived. (Ressurrection does -not- count for that purpose!)

I don't understand why the class must be chaotic. What about their abilities relies on them being chaotic? Lightning itself is random, a class trying to harness that power must be chaotic? I could definitely see a chaotic character entering this class, but I don't think it should be a restriction.

Why heal? It seems to be more a deterrent for non-int based casters than anything.

The feat requirement is a bit steep(especially for a non-wizard non-human trying to enter the class)

The pre-reqs seem to highly favor wizards. I find that a bit strange since other classes like warmage and sorcerers would fit it perfectly.

Class Skills: Concentration, Craft, Decipher Script, Heal, Knowledge (all), Profession, Spellcraft.

Any particular reason they get Decipher script? It doesn't seem to fit.

Caster Progression: +1 caster on every level except 9th and 10th.

Losing caster levels consecutively really bites, especially at the end of a PrC.
Those are really bad levels to lose CL. It would make me think twice about finishing the PrC progression, something like CL loss at level 1 and 6 or 8 would be better.

Thunder Spell Power: Any spell or supernatural ability with the electricity descriptor is cast at "full" caster level; in other words, a character adds his Electromancer levels to his other class' levels to determine his total caster level when casting spells or activating supernatural abilities with the electricity descriptor. Energy Substitution counts for this purpose. For example, a 6th level Wizard/3rd level Electromancer would be considered a 9th level caster for the purposes of casting electricity-based spells. If he were to cast a normal fireball, he would be considered a 6th level caster. However, if he were to cast a Fireball using Energy Substitution (Electricity) he would be considered a 9th level caster.

This ability is awkwardly worded. So a fighter4/Wizard6/Electromancer2 would have a CL of 12 for all electricity base spells? I don't believe thats what you intended, but thats what it reads.

Also your example is wrong, he would cast fireball as a 9th level caster with the current CL progression....This ability is strange and ultimately not that useful(for most pure casters it only takes effect at levels 15-16 when they lose CL from this PrC). I personally would just remove this ability.

Lightning Dash (Ex): An Electromancer is quick of foot. He gains a cumulative +5 ft. competence bonus to his speed for every level in this class.

Its kind of nice I guess. Moving fast can have some benefits, but its really more of a fluff ability. Is it really necessary to make them have a +50 bonus tho? They're out running monks.

Lightning Spell Adaptability: An Electromancer can apply the Energy Substitution feat to any spell he can cast without preparing it ahead of time (if he prepares spells) or increasing casting time (if he casts spells spontaneously), at no adjustment to the spell slot, but he can only add electricity in this fashion.

As it is the electromancer has no real reason to cast spells with the electric descriptor! Not even a CL boost, nothing. Something you might want to remedy.

Electricity Resistance (Ex): At 2nd level, an Electromancer gains electricity resistance 5. This resistance increases to 10 at 4th level, 20 at 6th level, and 30 at 8th level. At 10th level, he gains immunity to electricity damage.

Ok...Something about this class just screams for the character to be struck by lightning over and over again. I can just see it happening, not sure why. Flavor wise I would add a sort of electric conduit ability, were the electromancer actually channels electricity through himself for w/e reason/bonus. Just a thought, random idea that popped into my head.

Static Shock (Sp): At 2nd level, a character in this Prestige Class gains the ability to deliver a touch attack, create a 20-foot radius burst (with a range of 60 feet from the caster), or shoot a 60-foot line of electricity that deals damage equal to the highest level electricity spell he can cast or has prepared as a standard action. This works exactly like the Storm Bolt reserve feat, but it adds the options of touch attack and burst, as well as increasing the size of the line. Damage equals the level of the spell in d6 (3rd level = 3d6, 4th level = 4d6, and so on).

He's a warlock! Why not add the Storm Bolt Reserve feat to the pre-requisites(instead of one of the random meta-magics) and then enhance it as the PrC progresses? Just another thought.

The ability is a bit plain. As an elemental specialist I'd rather make things go boom with ultimate lightning bolts, instead of zapping people with a minor shock.

Electric Armor (Su): As an immediate action, the Electromancer may generate a personal field of static electricity that affects whoever happens to be attacking him with natural weapons or manufactured weapons (except reach weapons, and weapons not made of metal). Anyone attempting to grapple or attack him in melee takes 10d6 electricity damage and must make a Fort save or be stunned for one round (DC = 10 + Electromancer level + relevant casting attribute). The Electromancer may use this ability once per day for every three levels.

There are already quite a few abilities and spells that do similar things, not really unique or original. I really dislike X/day abilities. I suggest making it fueled by spell levels(or some other mechanic) and then upgrading it as the class progresses. Maybe lower/scale the damage it deals and make it more offensive(creating a field of lightning that strikes foes nearby etc)

Defibrilate(Su): The Electromancer may, as a standard action, use his Static Shock ability to attempt to shake off paralysis from a target. He makes a Heal check against the paralysis' save DC. Should he fail, nothing happens. Should he make it, the target's paralysis is removed. (At the DM's discretion, the same mechanics can be used to save someone from a heart attack.)

Kind of random and its use is very limited.

Thunder Dome (Su): (cookie for the reference!) As a standard action, the caster may create a 30-ft radius dome of electricity centered on himself, that lasts for up to 1 minute per caster level, a number of times per day equal to his relevant casting ability's modifier. Anyone or anything within or entering this dome except for the caster (and those he designates) takes 10d6 electricity damage per round. This includes projectiles of an extraordinary nature, such as giant boulders and even spells. Should a spell try to penetrate the dome in this fashion, its damage is compared to the damage dealt by the dome. If the dome's damage is greater, the spell is unable to penetrate it. If the spell's damage is greater, however, it penetrates the dome, dispelling it and dealing the excess damage to the intended target. If they're exactly the same, both are harmlessly dispelled.

I can see this being somewhat overpowered. Compare this to spells of its level that deal damage(5th level spells at 10th level). The damage alone is pushing to good for the level you acquire it. The other stuff pushes it over the top.

Quickened Thought (Ex): The Electromancer thinks faster, reacts faster to stimuli, and goes through thought processes in a much easier fashion. As such, he can add his Intelligence modifier to initiative, and he cannot be surprised, or caught flat-footed. In addition, the DM should facilitate the resolution of puzzles provided the character has all the information he needs (since the character thinks faster than the player does), and he receives a +4 enhancement bonus to all Int-based skills.

This is kind of alot for one ability. A HUGE initiative bonus, uncanny dodge, +4 to all int based skills. Maybe spread them out over levels, limit the initiative bonus(possibly a flat bonus instead). Remove the +4 to all int based skills, it really doesn't fit.

The resolution of puzzles out of line and should be removed and never spoken of again.

Accelerated Performance (Ex): Electromancers become naturally adept at controlling their own nervous system, which means they can send surges of adrenalin coursing through their bodies and increase their physical capabilities. Once per day as a standard action they may add a +5 enhancement bonus to one physical ability score of their choice. This bonus lasts for 1 round plus their Constitution modifier. Additionally, they can prevent themselves from feeling pain, slow down their own heart beat, that kind of thing.

This ability is...odd. I'm not sure what the point of it is. I don't like it; it's a bears endurance that's actually worse then casting bears endurance on yourself. The extra stuff at the end should be mentioned when describing the ability, it doesn't have a real game effect.

Life Goes By So Quick (Su): The character is permanently hasted, as per the spell. Dispelling only suppresses this ability for 1d4 rounds.

You're making them even faster? What is the point of this, seriously?

Faster Than Time Itself (Su): By this point, Electromancers are capable of accelerating their own metabolisms to such a degree that they can move as though time itself had stopped for them. They can, as an immediate action, activate an effect similar to the spell Time Stop, functioning in every way the same except that they are able to cast damaging, non-delayed spells during this effect. This, however, has two drawbacks. One, for every round one remains in this state beyond the first, he suffers cumulative -4 damage to Constitution and 4d6 damage, as he forces his body to reach unnaturally high speeds. If his Con reaches 0, he dies. Second, the character is considered exhausted after the effect ends, and must make a Fortitude save (DC = 20 + number of rounds spent beyond the first) or fall unconscious due to the excessive trauma of shifting his metabolism speed so hard. Creatures without a nerve system, or that have it but do not make use of it (such as some undead) cannot use this ability.

Nova??? Way to powerful? False life with w/e con buff go in kill everything come out and have the cleric restoration/vigors you to full health? Doesn't seem like much of a draw back to me. Timestop is overpowered, this is just abusive(moreso the higher they go)

Thunder Pierces All: By this point, an Electromancer's spells are so potent that they deal damage even to creatures immune to electricity, half the amount the would normally deal, rounded down.

There is a similar feat in Sandstorm, I'd suggest just adapting it to lightning spells(maybe make it a pre-req)

Ride the Lightning (Su): (again, cookie for the reference!) At the pinnacle of mastery, Electromancers learn how to become lightning itself. As a standard action, an Electromancer may shift to his lightning form. He temporarily becomes a native outsider, gaining all qualities and defects of one (although he cannot be warded by Protection versus Alignment spells). He also gains a flight speed (average maneuverability) equal to his land speed, and may "bolt", moving at four times his speed (five times if he has the Run feat) as a move action. While in lightning form, the Electromancer may power his electricity spells with any metamagic feat he knows on the spot, but in doing so he reduces the time he can spend in this form by a number of rounds equal to the metamagic feat's modifier. (For example, if he wants to cast a maximized Lightning Bolt, he would lose two rounds). This does not apply to previously prepared spells or spells within his normal casting limits, only for those exceeding his limit. If submersed in salt water or another similarly conductive liquid, the Electromancer suffers 20d6 damage per round as his energy is dispersed throughout the liquid (though any creatures in contact with the liquid are also dealt half as much), up to a limit of 10 ft. per caster level, and has his remaining time halved. Finally, while in lightning form, the Electromancer may invade the body of any creature with an electricity-based nervous system, and use it as his puppet. The Electromancer must make a touch attack, and if successful, the target makes a Fortitude save (DC = 10 + Electromancer level + relevant ability modifier). If it succeeds, the Electromancer is unable to try and enter its body again for 24 hours. If it doesn't, the Electromancer invades its body, and attempts to take control of anything functioning based on electric signals. The victim then makes a Will save at the same DC: if it wins, the Electromancer must make a caster check against the target's Will save whenever it tries to force the body to do something (such as stopping the heart, for example). If it loses, the victim is effectively physically possessed. It's under the complete control of the Electromancer, who can mantain it for a number of hours equal to his class level (due to the fact that he minimizes the amount of energy required to sustain his form for that period). The "possessor" may, even, should the victim fail a Will save (DC = 10 + Class level + relevant modifier), change its memories, tastes, and the like, though each such action requires 1 hour of activity during which neither the body nor the caster may be interrupted. Whenever an Electromancer reverts back to normal (whether by his own will or time running out) he must rest without interruption for 10 minutes to "recharge". Until he is "recharged", no abilities that comes from this class can be activated again. "Recharging" cannot be forced.

What a strange capstone. The name is from guildwars its an elite skill. This ability is so weird...I don't know where to start. How long exactly can he stay in this form? You'd think having a massive amount of electricity enter you body round after round would kill someone. Making someone an electric puppet is a PrC in itself and doesn't fit at all with the theme.

The mechanics for it are strange and way to powerful. I would suggest removing this entirely... it overcomplicates things. Also the "Exhaustion"
or "Recharge" as you put it is more annoying than anything else.

The biggest problem with this ability is the instant death effect you give it, the unlimited control, and memory. This gives it the function(with a higher DC I might add) of 3 9th level spells! Mindrape, dominate monsters, and some yet to be created lightning ball of death spell.

The class needs more focus...alot more focus.
Kuroimaken

03-22-08, 10:22 PM
When you put PEACH in your thread title you're asking people evaluate your work. Not only does a nice table make it look nice, it also makes it easier for others to help you. Tables give quick reference and an overall view of the class, making it easier for them to evaluate it. It also reflects on you, how much effort you put into making the class. I'm willing to live with criticism. And if someone wants to format this they're more than welcome to do so.

Does this class really warrant a d6 HD? It looks like a regular blaster mage to me, why should they get a HP boost?
It's not really that big a boost. If you think about it, if a cleric took this, it would be a DRAWBACK.

I don't understand why the class must be chaotic. What about their abilities relies on them being chaotic? Lightning itself is random, a class trying to harness that power must be chaotic? I could definitely see a chaotic character entering this class, but I don't think it should be a restriction.

Why heal? It seems to be more a deterrent for non-int based casters than anything.

The feat requirement is a bit steep(especially for a non-wizard non-human trying to enter the class)

The pre-reqs seem to highly favor wizards. I find that a bit strange since other classes like warmage and sorcerers would fit it perfectly. Alignment restrictions to classes are, more often than not, optional. I don't really get why bards must be chaotic either, but hey, whatever floats the DM's boat. Feel free to remove that if you want. I just don't see someone who is VOLUNTARILY STRUCK BY LIGHTNING as someone lawful or neutral, though.

As for heal, you will easily realize there are a couple of class features that actually rely on knowledge of anatomy to work, but they aren't enough to warrant the need for 8 ranks. Take them cross-class, or something.

As for the pre-reqs, you could easily achieve them by level 7 with a non-human caster, and you don't even need to focus too much. It's not like you're going to be using your feats for a lot of other things if you're not a gish anyways.

Any particular reason they get Decipher script? It doesn't seem to fit. I basically copy-pasted the Wizard's skill list and slapped Heal on it. It's not as if Decipher Script is game-breaking anyway.

Losing caster levels consecutively really bites, especially at the end of a PrC.
Those are really bad levels to lose CL. It would make me think twice about finishing the PrC progression, something like CL loss at level 1 and 6 or 8 would be better. I figured the end-progression abilities would be worth it. And if you're going full caster anyway, why are you crying over two CL? You're still gonna be shorter by two anyway whether it's at the beginning or at the end.

This ability is awkwardly worded. So a fighter4/Wizard6/Electromancer2 would have a CL of 12 for all electricity base spells? I don't believe thats what you intended, but thats what it reads.

Also your example is wrong, he would cast fireball as a 9th level caster with the current CL progression....This ability is strange and ultimately not that useful(for most pure casters it only takes effect at levels 15-16 when they lose CL from this PrC). I personally would just remove this ability. Originally, this PrC's caster level progression was 5/10, just so you know. Back then it made more sense. Good thinking on the way it reads, though. I'll get to it.

Its kind of nice I guess. Moving fast can have some benefits, but its really more of a fluff ability. Is it really necessary to make them have a +50 bonus tho? They're out running monks. Yeah, but monks are getting all the other cool abilities to go with their class progression. Besides, it's not as if the monk is supposed to be the end-all runner of the game.

As it is the electromancer has no real reason to cast spells with the electric descriptor! Not even a CL boost, nothing. Something you might want to remedy. Hmmm, that's true for most of the progression, until he gets Thunder Pierces All. But a valid concern nonetheless, I'll look into it.

Ok...Something about this class just screams for the character to be struck by lightning over and over again. I can just see it happening, not sure why. Flavor wise I would add a sort of electric conduit ability, were the electromancer actually channels electricity through himself for w/e reason/bonus. Just a thought, random idea that popped into my head. Well, he DID get voluntarily struck by lightning just to enter the class, so it makes sense. I'm afraid adding that kind of ability might make him a little too loaded, though, and I'm getting enough complaints of overpoweredness as it is. =P

He's a warlock! Why not add the Storm Bolt Reserve feat to the pre-requisites(instead of one of the random meta-magics) and then enhance it as the PrC progresses? Just another thought.

The ability is a bit plain. As an elemental specialist I'd rather make things go boom with ultimate lightning bolts, instead of zapping people with a minor shock. Err, no. Warlocks would have no means of entering this PrC without multiclassing. That's more of an afterthought, really -- just so he doesn't have to say, "Oh crud, I ran out of spells, so I'm just gonna sit in the corner."

There are already quite a few abilities and spells that do similar things, not really unique or original. I really dislike X/day abilities. I suggest making it fueled by spell levels(or some other mechanic) and then upgrading it as the class progresses. Maybe lower/scale the damage it deals and make it more offensive(creating a field of lightning that strikes foes nearby etc) It's not supposed to be unique or original. It's really more of an emergency ability. Scaling the damage sounds good, though for now I have no idea how to do it. Changing the mechanics does sound like a good idea, though.

Kind of random and its use is very limited. Nah, it's pretty much there just to add a little flavor. I figure a guy with 20-something Int and enough ranks in Heal would be bound to figure a way to make electricity beneficial to the body by around this level. It's more of a control thing.

I can see this being somewhat overpowered. Compare this to spells of its level that deal damage(5th level spells at 10th level). The damage alone is pushing to good for the level you acquire it. The other stuff pushes it over the top. It's a mobile elemental shield, pretty much the logical evolution for Electric Armor, except it's more offensive. As for the other stuff pushing it over the top, at this point you start working with things like Lesser Globe of Invulnerability. This is just less of a hassle.

This is kind of alot for one ability. A HUGE initiative bonus, uncanny dodge, +4 to all int based skills. Maybe spread them out over levels, limit the initiative bonus(possibly a flat bonus instead). Remove the +4 to all int based skills, it really doesn't fit.

The resolution of puzzles out of line and should be removed and never spoken of again. Think of it this way: your brain works faster and processes information faster. Compared to a person of the same IQ, you get to the square root of a bazillion in less than half the time. This does not, however, warrant an increase in intelligence, but it would obviously grant an incredible edge in combat (because you can analyze every factor in the situation much faster and thus decide what you want to do sooner). As for the puzzle resolution, you still have to have all the information you need. If the puzzle is simple enough there's no reason for the players to waste much time in it anyway. If it's not, then it could potentially delay and escalate into boredom very, very quickly. Puzzles are supposed to be used judiciously by DMs -- this just gives the players a nudge. And if you're the DM, you can just shove that part in a corner anyway.

This ability is...odd. I'm not sure what the point of it is. I don't like it; it's a bears endurance that's actually worse then casting bears endurance on yourself. The extra stuff at the end should be mentioned when describing the ability, it doesn't have a real game effect. Being able to pretend to be dead with much more effectiveness than anyone else (because they are going to listen to your heartbeat) may not be game-breaking, but it -can- be a lifesaver. Being immune to any effect that functions through pain can be very strong. Control of one's bodily functions can be very strong if the player knows how to use it.

You're making them even faster? What is the point of this, seriously? It makes sense in my head, obviously. And besides, Haste is hardly a game-breaker anymore -- it's even pretty weak for a 3rd level spell.

Nova??? Way to powerful? False life with w/e con buff go in kill everything come out and have the cleric restoration/vigors you to full health? Doesn't seem like much of a draw back to me. Timestop is overpowered, this is just abusive(moreso the higher they go) One: you're assuming the group has a cleric or someone who can restore you to full health available. That's not always the case, and even when it is, you might not have TIME for him to return you to full health. Two: the only way to make it more of a drawback is to make the con damage worse. The only things worse than ability damage is drain and burn. Since the latter is something only psionics use I rule it straight off the bat, and I always pictured drain to be something more negative energy-flavored. Besides, if the penalty is too severe, it might make the ability effectively worthless.

There is a similar feat in Sandstorm, I'd suggest just adapting it to lightning spells(maybe make it a pre-req) Gonna look into it, but you've already suggested making Storm Bolt into a pre-req -- if I follow both your suggestions, wouldn't that make the pre-reqs even steeper?

What a strange capstone. The name is from guildwars its an elite skill. This ability is so weird...I don't know where to start. How long exactly can he stay in this form? You'd think having a massive amount of electricity enter you body round after round would kill someone. Making someone an electric puppet is a PrC in itself and doesn't fit at all with the theme.

The mechanics for it are strange and way to powerful. I would suggest removing this entirely... it overcomplicates things. Also the "Exhaustion"
or "Recharge" as you put it is more annoying than anything else.

The biggest problem with this ability is the instant death effect you give it, the unlimited control, and memory. This gives it the function(with a higher DC I might add) of 3 9th level spells! Mindrape, dominate monsters, and some yet to be created lightning ball of death spell.

The class needs more focus...alot more focus. No, the name is not from Guild Wars (I haven't ever even touched that game). It's a Metallica reference. As for the duration... huh, I was sure I'd written that down. It was supposed to be one round per Electromancer level. The instant death effect requires multiple saves, and controlling your target might also require that if he doesn't fail his Will save. Also, the control has a limitation, in case you didn't notice: it only works on targets with a nerve system -- in other words, creatures who rely on electrical signs from a central brain to control its body functions. Ergo, it won't function on oozes, most undead, constructs (unless they're like Frankenstein), possibly aberrations, and so on. Also, no one said the control isn't apparent. It's not like no one will notice that the blacksmith has been kinda twitchy lately.

And yes, the recharging is SUPPOSED to be annoying, to prevent abuse of this ability.
IdleAltruism

03-22-08, 11:53 PM
Nah, it's pretty much there just to add a little flavor. I figure a guy with 20-something Int and enough ranks in Heal would be bound to figure a way to make electricity beneficial to the body by around this level. It's more of a control thing.

What if he's a sorcerer :confused: ? What if he has an 8 int?


Think of it this way: your brain works faster and processes information faster. Compared to a person of the same IQ, you get to the square root of a bazillion in less than half the time. This does not, however, warrant an increase in intelligence, but it would obviously grant an incredible edge in combat (because you can analyze every factor in the situation much faster and thus decide what you want to do sooner). As for the puzzle resolution, you still have to have all the information you need. If the puzzle is simple enough there's no reason for the players to waste much time in it anyway. If it's not, then it could potentially delay and escalate into boredom very, very quickly. Puzzles are supposed to be used judiciously by DMs -- this just gives the players a nudge. And if you're the DM, you can just shove that part in a corner anyway.

I'm not really sure how your brain processing information helps you with knowledge skills(since their basic function is "you either know it or don't").

Puzzles are an aspect of the game that players are meant to solve on their own...Having a class ability that says the DM has to help you kind of defeats the purpose.

It makes sense in my head, obviously. And besides, Haste is hardly a game-breaker anymore -- it's even pretty weak for a 3rd level spell.

It isn't amazing on casters anymore no, but why give them a permanent 3rd level spell? An item like that would cost over 100,000gp. It makes them faster and gives him + 1 ac and reflex saves(and +1 to hit on rays!)

One: you're assuming the group has a cleric or someone who can restore you to full health available. That's not always the case, and even when it is, you might not have TIME for him to return you to full health. Two: the only way to make it more of a drawback is to make the con damage worse. The only things worse than ability damage is drain and burn. Since the latter is something only psionics use I rule it straight off the bat, and I always pictured drain to be something more negative energy-flavored. Besides, if the penalty is too severe, it might make the ability effectively worthless.

If the group doesn't have something, anything, that can serve as a healer by this level than something is wrong.

Timestop is really powerful by itself, damaging things in timestop is way to powerful. You'd be hard pressed to make the ability worthless(unless you basically killed the caster outright.) High level mages can really abuse this ability.

Gonna look into it, but you've already suggested making Storm Bolt into a pre-req -- if I follow both your suggestions, wouldn't that make the pre-reqs even steeper?

Replace random metamagic feats with those.

No, the name is not from Guild Wars (I haven't ever even touched that game)

You should its a great game! Well #2 is coming out soon, might want to hold out for that! Essentially the skill from guildwars turns you into a lightning bolt and you hurl yourself at the enemy.

The instant death effect requires multiple saves, and controlling your target might also require that if he doesn't fail his Will save. Also, the control has a limitation, in case you didn't notice: it only works on targets with a nerve system -- in other words, creatures who rely on electrical signs from a central brain to control its body functions. Ergo, it won't function on oozes, most undead, constructs (unless they're like Frankenstein), possibly aberrations, and so on. Also, no one said the control isn't apparent. It's not like no one will notice that the blacksmith has been kinda twitchy lately.

The point I was trying to make is it does ALOT for one ability. All of those are abilities are capstones in themselves. It seems like this was the true goal of the electromancer. Why don't we see more abilities like through its progression?

Why not turn into a lightning ball earlier on and make that the main focus of this class? Or make controlling the body through electricity the focus? Have the class abilities revolve around one of those. I think doing that would make it more interesting all around.

And yes, the recharging is SUPPOSED to be annoying, to prevent abuse of this ability.

10 minutes is hardly a deterrent for smart players. It really is just annoying(and if the DM is mean it can be very painful). The way it is now I can just see alot of abuse coming from the mindrape/magic jar.

As it is I believe the class still needs alot of work The abilities are rather plain, its doesn't have any mechanical uniqueness, and it doesn't fit a new role(there are a number of elemental mage PrCs, even a few lightning ones)

The class already kind of uses the ability to control the body through electricity, but it fails to do so in a meaningful way.

What exactly do you want this class to do? My suggestion is to make a list of ideas focused on your class's theme pick a few core choices and go with those.

Scaling abilities and/or abilities that progress throughout the class levels are generally more interesting than X/Day ones.

I think turning into a ball of lightning is a classic idea(there are a number of spells that do this, an NPC in faerun that does it, and I believe there is an epic spell that makes a living lightning bolt as well.) A PrC like that might be very fun and interesting.
Kuroimaken

03-25-08, 06:42 PM
What if he's a sorcerer ? What if he has an 8 int? Then he sucks at figuring things out anyway. I could add an Int prerequisite to the ability but it wouldn't make much sense.

I'm not really sure how your brain processing information helps you with knowledge skills(since their basic function is "you either know it or don't").

Puzzles are an aspect of the game that players are meant to solve on their own...Having a class ability that says the DM has to help you kind of defeats the purpose. It helps in accessing information faster, and storing your information in places where you can access it more easily. Basically, it helps your memory and how fast you think.

Also, the class ability says the DM -should- facilitate things, not that he -has- to. There's a difference. And like I said, some DMs just don't know how to handle puzzles well, and you're free to discard that part too.

It isn't amazing on casters anymore no, but why give them a permanent 3rd level spell? An item like that would cost over 100,000gp. It makes them faster and gives him + 1 ac and reflex saves(and +1 to hit on rays!) Again, it makes sense. And do you really figure +1 to AC, ray hits and Reflex is gonna make THAT much of a difference at this point? Plus, it can still be suppressed, dispelled and so on.

If the group doesn't have something, anything, that can serve as a healer by this level than something is wrong.

Timestop is really powerful by itself, damaging things in timestop is way to powerful. You'd be hard pressed to make the ability worthless(unless you basically killed the caster outright.) High level mages can really abuse this ability. OR they just don't want to waste that kind of resources on you. Think about a videogame RPG: which is more useful to hold back on using, an item or a character's MP/SP/whatever? The answer: the latter, because you can regain it by using an item, and the item works better for emergencial healing if you're silenced, for example. In other words, you're probably going to be more reluctant on using that precious Staff of Healing you've poured so much money on because your friend decided to use that ability. If you can handle it yourself, then I agree with you, but most of the time that's not the case.

If you want to make it really evil, make it so the Con drain is random (like 1d4 or 1d6 per turn), make the drain only hit AFTER he stops moving, and don't let the player see what the dice gave him. Let's see if you don't use that ability more judiciously now.

Replace random metamagic feats with those. Like I said, wouldn't the pre-reqs be way too steep for a non-human, non-wizard caster if I made it that way?

You should its a great game! Well #2 is coming out soon, might want to hold out for that! Essentially the skill from guildwars turns you into a lightning bolt and you hurl yourself at the enemy. Well, the reference is still from Metallica, so you don't get the cookie. Sorry.

The point I was trying to make is it does ALOT for one ability. All of those are abilities are capstones in themselves. It seems like this was the true goal of the electromancer. Why don't we see more abilities like through its progression?

Why not turn into a lightning ball earlier on and make that the main focus of this class? Or make controlling the body through electricity the focus? Have the class abilities revolve around one of those. I think doing that would make it more interesting all around. We don't see more abilities like those throughout the progression because, the way I see it, the evolution of the abilities for the Electromancer basically increase two things at once: control and raw power. Some of the abilities were initially static, like Electric Armor, for example, and now they scale according to either level or caster level. Perhaps I could stretch the PrC's evolution for a few more levels (like 2 or 3) and give the Lightning Form, the control ability and the power-up ability separately. That way the PrC would stretch all the way up to 17-18 if taken very early, or well into 20 and Epic otherwise. It's just that I think a guy who can bend lightning to his whim should be able of more subtle control than just setting his spells to "blow up", "blow up sky-high" and "Armaggedon". He'd probably also think more outside the box than most people do, specially if you enforce the chaotic alignment pre-req.
IdleAltruism

03-25-08, 09:21 PM
Then he sucks at figuring things out anyway. I could add an Int prerequisite to the ability but it wouldn't make much sense.

The ability itself isn't very useful, at all...although having a new use for heal is always nice(I seriously doubt most people would put sufficient ranks into heal just for this ability.)

This is one of those abilities you don't want but comes with the class. I actually think this sort of ability would fit on a non-caster or semi-caster standalone PrC(with a similar theme of electricity controling/manipulating the body). I can see why it would sort of fit the theme of this class, but it is unnecessary(you don't need the ability and its not very appealing in general)

Also, the class ability says the DM -should- facilitate things, not that he -has- to. There's a difference. And like I said, some DMs just don't know how to handle puzzles well, and you're free to discard that part too.

There is a difference there, but really it shouldn't be there. If you think its that likely that the DM might just throw a part of your class out, you probably should rethink it.

Again, it makes sense. And do you really figure +1 to AC, ray hits and Reflex is gonna make THAT much of a difference at this point? Plus, it can still be suppressed, dispelled and so on.

Actually it doesn't make sense, but this is D&D so it doesn't have to. Running high voltage electrical currents through your body isn't going to make it faster or smarter :D . Thematically a lightning mage should probably be fast, but imo it should be from alternative means(utilizing actual lightning/electricity.) Having a bonus to reflex and AC you might argue comes from the enhanced brain functions you gain from this class(basically quicker reaction time.) But is running really really fast necessary? Its kind of a strange concept, and it isn't particularly useful on a mage. Its like gaining the dodge feat for free; sure I'll take it for free, but Its really not very useful and I'd much rather have something else(preferably some cool class ability. Seriously, who doesn't want cool class abilities?) I think the biggest problem I have with the movespeed thing is the lack of synergy. Its just kind of there. That and they have such a huge bonus to boot. It feels funny, like a random filler ability that wasn't good enough by itself, so it had to give a huge bonus to make it somewhat worthwhile.

OR they just don't want to waste that kind of resources on you. Think about a videogame RPG: which is more useful to hold back on using, an item or a character's MP/SP/whatever? The answer: the latter, because you can regain it by using an item, and the item works better for emergencial healing if you're silenced, for example. In other words, you're probably going to be more reluctant on using that precious Staff of Healing you've poured so much money on because your friend decided to use that ability. If you can handle it yourself, then I agree with you, but most of the time that's not the case.

You aren't wasting resources if you get the job done ;) . Pitching into a party pool for consumables is a common tactic and any caster worth their salt is going to dedicate some of their spells for their particular party members. If you have a mage who drains con like no tomorrow but can take an entire encounter by himself, you might want to prepare an extra restoration just for him. By this level you can have bags of wands of lesser vigor/clw. Basically my point is theoretically this ability can be abused easily. Not that it will happen in every game, but it can happen and thats something you try to avoid when making a class.

If you want to make it really evil, make it so the Con drain is random (like 1d4 or 1d6 per turn), make the drain only hit AFTER he stops moving, and don't let the player see what the dice gave him. Let's see if you don't use that ability more judiciously now.

If you want to do that you might as well remove the ability(I'm all for that.) If you do that not many people would actually use this ability(one unlucky night their character is going to die.)

Like I said, wouldn't the pre-reqs be way too steep for a non-human, non-wizard caster if I made it that way?

If you replaced the "two metamagic feats" with feats that might actually get some use in the early entry of this class it wouldn't be "steep" anymore. Especially early on, metamagic feats don't see much action(besides a couple for specific builds/spells like extend spell.) The very few electric based metamagic feats could be useful.I really want to see Born of three thunders utilized in a PrC, but I don't think it fits at all with this particular one. Knowledge nature would actually make alot more sense than heal now that I think about, you might want to look into that.

Well, the reference is still from Metallica, so you don't get the cookie. Sorry.

Mine was better! I deserve that cookie! j/k :D

It's just that I think a guy who can bend lightning to his whim should be able of more subtle control than just setting his spells to "blow up", "blow up sky-high" and "Armaggedon".

My point exactly, he doesn't do any of that. Lets take a closer look at the class in its entirety.

1. Thunder Spell Power, Lightning Dash, Electric Spell Adaptability

Thunder spell power is a bit to powerful this early on(I'm thinking sorching ray and spells like it in particular will be abused with this), I suggest progressing it through the levels. Anyways, the first level(besides thunder spellpower, which can make this a decent dip class) the abilities aren't anything to write home about. I've already covered lightning dash and why I don't like it.

Electric spell adaptability is interesting, but I think it belongs at a higher level(combined with thunder spellpower it makes for to useful a dip). I like this ability, I think it could be refined somewhat and offered a greater use later on in the PrC.

My suggestion here is to limit/scale thunder spell power,remove lightning dash, and add a new ability with more fluff than dash. First level can be a good time to introduce a progressable class feature. it can also be good to put a better than average first level ability and take away a caster level upon entry into a class like this.

2. Electricity Resistance

This is a snoozer ability, passive and of limited use. My suggestion add something alongside it and possible bump it up to the first level slot or bump it down to third or 4th level. Second level is also another good level to introduce even based progressing class features.

3. Bonus Metamagic Feat, Static Shock

I don't think this class needs bonus metamagic feats. It has quite a few abilities as it is.

Static shock is something I think you could use as a pre-req, but giving it for free(a buffed version) is essentially granting two feats this level, which is a no-no. I like the idea of having static shock as a pre-req because it makes sense that someone who wants to experiment with electricity would want a way to constantly have it at their disposal. Enhancing reserved feats sounds like a great idea, but granting it and buffing it all in the same move kind of takes away from the flavor.Also it will see alot more action from levels 6-8 then it would at level 9. So maybe bumping this ability up a few levels.

Level three is a good place to put abilities that progress every 3 levels(3,6,9)
which can also be a good start to make a capstone based on that ability

4. Defibrilate, Sudden Quicken, Electric Armor

Way to many abilities at this level.

Defibrilate needs more introduction earlier into the class. I think adding a couple of useful buffing abilities would be a great way to bring the idea of the idea of using electricity and manipulating it for physical benefit. I would definitely tweak it and make it more useful(maybe add new uses to the heal skill through this class.)

I'd drop sudden quicken altogether, this class has the potential to have alot going for it(it also synergies to well with the timestop ability)

Electric armor is to good. It has to many uses perday(essentially giving a couple free DC scaling spells per day.) The damage basically starts out as 10d6, the spell itself would probably be around a 4th-5th(immediate action)level spell. Its just to much. Does this spell have an immediate duration?

5. Thunder Dome needs a more work on the wording(specifically on how it interacts with other spells.)

The ability itself is a little to powerful because of the level it is gained at.It last to long, does to much damage compared to spells of the same level, and the extra stuff make it to much. At later level it basically loses usefulness(its to high of a spell at the level its taken, but as your character progresses the ability doesn't, so its usefulness eventually fades)

This kind of ability would provide a good point to put the other dead caster level

6. Quickened Thought

This ability comes a little to late, and I don't really like the flavor(it also gives a little to much for one ability.) I think focusing on using electricity to manipulate others(in a positive or negative way) would be more fun(in general) than just a bunch of self affecting passive abilities.

7. Accelerated Performance

As I said before, this ability is just bad. It fits the theme you want, but it needs alot of work to become functional. Being able to buff allies would be kind of neat. This ability also comes to late, it should really be up near level 3 somewhere(maybe make it an ability that progresses with time, or is affected by the heal skill)

8. Life Goes By So Quick

Not very useful(especially when combined with dash.) This level can be filled with a a progressing class ability or a decently powerful ability that can lead up to the capstone(which can be fun if done properly)

9. Faster than Time Itself

I'm all for removing this ability.


I'm assuming thunder pierces all is in this level(you don't have its level in its description and its not on the chart)

This is essentially giving a +1 metamagic feat(actually its probably like a 1/2 or so) to all your spells, not bad. You really want this ability earlier. I already suggested the feat from sandstorm(I think its called searing spell, theres also an identical one for ice in another book). Maybe give that as a bonus feat on some earlier level(from 2-5). Then at level 8/9/10 you could make adding that feat for free(you could even split up the ability so you only gain half of the abilities of the feat as it progresses)

10. Ride the Lightning

If a class has progressing abilities generally they take up the capstone slot(usually improving the ability beyond what it would normally get on a more standardized progression)

Right now this class doesn't, so an independent capstone is alright. I already made my case for this particular ability. To sum it up, its to powerful right now.

Hopefully all that helps...sorry for using "progressing" and all its forms so much. I couldn't think of another word for the life of me.

Really I just want to see more unique class abilities based on the theme and a couple things that could truly make the class unique(use of heal skill for example)
Kuroimaken

03-26-08, 10:37 PM
Well, your insight is of great help (don't worry about overuse of a single word and its forms... it's not like there are many to choose from. And unlike Japanese, English doesn't have a term and three qualifiers for everything), but unfortunately, my PC is randomly hanging up and I'd rather make sure I write about this when I'm not ****** off at it. So I'll look further into it later.
Kuroimaken

03-30-08, 12:11 AM
1. Thunder Spell Power, Lightning Dash, Electric Spell Adaptability

Thunder spell power is a bit to powerful this early on(I'm thinking sorching ray and spells like it in particular will be abused with this), I suggest progressing it through the levels. Anyways, the first level(besides thunder spellpower, which can make this a decent dip class) the abilities aren't anything to write home about. I've already covered lightning dash and why I don't like it.

Electric spell adaptability is interesting, but I think it belongs at a higher level(combined with thunder spellpower it makes for to useful a dip). I like this ability, I think it could be refined somewhat and offered a greater use later on in the PrC.

My suggestion here is to limit/scale thunder spell power,remove lightning dash, and add a new ability with more fluff than dash. First level can be a good time to introduce a progressable class feature. it can also be good to put a better than average first level ability and take away a caster level upon entry into a class like this. Well then, let's see. Thunder Spell Power scaling is noted. Wonder if it'd be okay to cap it higher if it scales though, like by one or two CL. Lightning Dash doesn't feel to me like it should be removed... Like you said, it's just sort of there, and by itself isn't too good. How about cutting the bonus to scale the same way, but once every two levels? As for introducing an ability with more fluff, perhaps I could put Defibrilate there -- by this point most paralysis attacks are getting a little less frequent, but they're still possible. Or maybe add a poison-removal ability first (maybe you eliminate or diminish the effects of poison through electrolysis?). I'll add to this as I think about it.

This is a snoozer ability, passive and of limited use. My suggestion add something alongside it and possible bump it up to the first level slot or bump it down to third or 4th level. Second level is also another good level to introduce even based progressing class features. Hmmm, I actually feel this is a good level to start getting more resistant to electricity, but I suppose I could add in another ability to go along with it.

3. Bonus Metamagic Feat, Static Shock

I don't think this class needs bonus metamagic feats. It has quite a few abilities as it is.

Static shock is something I think you could use as a pre-req, but giving it for free(a buffed version) is essentially granting two feats this level, which is a no-no. I like the idea of having static shock as a pre-req because it makes sense that someone who wants to experiment with electricity would want a way to constantly have it at their disposal. Enhancing reserved feats sounds like a great idea, but granting it and buffing it all in the same move kind of takes away from the flavor.Also it will see alot more action from levels 6-8 then it would at level 9. So maybe bumping this ability up a few levels.

Level three is a good place to put abilities that progress every 3 levels(3,6,9)
which can also be a good start to make a capstone based on that ability
The bolded part is EXACTLY the reason why I'm reluctant to add more class abilities. But you make a good point on Electric Shock -- I think I'll add Storm Bolt as a prerequisite. But you should remember that Sudden metamagic feats can see a lot of play at lower levels, and they would allow you to qualify for this PrC.

Way to many abilities at this level.

Defibrilate needs more introduction earlier into the class. I think adding a couple of useful buffing abilities would be a great way to bring the idea of the idea of using electricity and manipulating it for physical benefit. I would definitely tweak it and make it more useful(maybe add new uses to the heal skill through this class.)

I'd drop sudden quicken altogether, this class has the potential to have alot going for it(it also synergies to well with the timestop ability)

Electric armor is to good. It has to many uses perday(essentially giving a couple free DC scaling spells per day.) The damage basically starts out as 10d6, the spell itself would probably be around a 4th-5th(immediate action)level spell. Its just to much. Does this spell have an immediate duration? Hmmm. It's not like the sudden quicken feat is THAT great -- it's still just once per day. Again, it feels to me like it has an emergencial character rather than a general use one. Electric Armor is supposed to have an instantaneous duration; it's a kind of "Back off, you don't wanna grapple me" sort of ability.

5. Thunder Dome needs a more work on the wording(specifically on how it interacts with other spells.)

The ability itself is a little to powerful because of the level it is gained at.It last to long, does to much damage compared to spells of the same level, and the extra stuff make it to much. At later level it basically loses usefulness(its to high of a spell at the level its taken, but as your character progresses the ability doesn't, so its usefulness eventually fades)

This kind of ability would provide a good point to put the other dead caster level Thunder Dome is supposed to be the evolution of Electric Armor but with a more offensive tint to it. It would likely not feel that strong if it lasted less time. That said, I'll work on the wording for it.

6. Quickened Thought

This ability comes a little to late, and I don't really like the flavor(it also gives a little to much for one ability.) I think focusing on using electricity to manipulate others(in a positive or negative way) would be more fun(in general) than just a bunch of self affecting passive abilities. The problem here is that if I put it too early the class seems too good for dipping. But I guess I could place it earlier, like at fourth level.
Do note that though its benefit is similar to uncanny dodge it does NOT mimic Improved Uncanny Dodge. But I'll see what I can do about downsizing it a bit.

7. Accelerated Performance

As I said before, this ability is just bad. It fits the theme you want, but it needs alot of work to become functional. Being able to buff allies would be kind of neat. This ability also comes to late, it should really be up near level 3 somewhere(maybe make it an ability that progresses with time, or is affected by the heal skill) As I believe I mentioned before, the Electromancer is supposed to have been gaining finer control in the mid-levels (4-6) of this class. So if you follow that logic, the ability makes more sense at this level than it does earlier. I suppose I could scale it along with a heal check result... Hmmm...

8. Life Goes By So Quick

Not very useful(especially when combined with dash.) This level can be filled with a a progressing class ability or a decently powerful ability that can lead up to the capstone(which can be fun if done properly) Maybe I could add Lightning Form by itself at this point. I just feel that Permanent Haste sounds neat, though, and I feel that the guy should gain it at some point.

9. Faster than Time Itself

I'm all for removing this ability.


I'm assuming thunder pierces all is in this level(you don't have its level in its description and its not on the chart)

This is essentially giving a +1 metamagic feat(actually its probably like a 1/2 or so) to all your spells, not bad. You really want this ability earlier. I already suggested the feat from sandstorm(I think its called searing spell, theres also an identical one for ice in another book). Maybe give that as a bonus feat on some earlier level(from 2-5). Then at level 8/9/10 you could make adding that feat for free(you could even split up the ability so you only gain half of the abilities of the feat as it progresses)

I really don't want to remove Faster than Time Itself, though. Instead of removing it altogether, how about we tweak it so it's more acceptable? Maybe place limits on times per day, or put a cap on how many spells you can cast within its duration to avoid stacking damage cheese? Yes, Thunder Pierces All is supposed to come at this level. How about placing it at 3rd level?

10. Ride the Lightning

If a class has progressing abilities generally they take up the capstone slot(usually improving the ability beyond what it would normally get on a more standardized progression)

Right now this class doesn't, so an independent capstone is alright. I already made my case for this particular ability. To sum it up, its to powerful right now.

Hopefully all that helps...sorry for using "progressing" and all its forms so much. I couldn't think of another word for the life of me.

Really I just want to see more unique class abilities based on the theme and a couple things that could truly make the class unique(use of heal skill for example) Well, I already suggested splitting the capabilities of the capstone in the latter levels, or even increasing the amount of levels in this PrC to put those abilities in it, but none said a word about those suggestions...
Garrett_Longbottle

04-16-08, 03:50 PM
ES is +1, EA is +3.

Is this updated info. The lates I saw was 0/+4 from the Complete Arcane.