Electropath (3.5 Class)

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Electropath (3.5 Class)
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Electropaths[edit]

Also known as Lightning Benders or Electropaths, these rare masters of the element of electricity have a natural ability to pull lightning from the stormy depths of their souls and to harness all other sources of shocking power. Those who discover the power of lighting are changed dramatically by the raw power that they direct, if only for a moment. In the medieval fantasy world of D&D, electricity is an almost wholly destructive element, but in more modernized settings they can play much more supporting roles.

Making an Electropath[edit]

Electropath are extremely dangerous technicians able to affect nearly the whole battlefield from any one position and slay a foe in mere seconds by unleashing natures might. From a safe position, Electropaths can form together massive bolts of lighting to strike down foes at a distance or create a shield of flowing energy to protect from oncoming foes. An Electropaths's greatest downfall, though, is that without its techniques it has low saves.

Abilities: Wisdom is the most important thing an Electropath could have. They must be able to quickly perceive their environment so as to choose the best route to attack, and must also have high Dexterity to react quickly to keep more destructive techniques from causing too much backlash damage. Dexterity also helps with the Electropath's low AC. Constitution, charisma, and strength don't do much for an Electropath at all.

Races: Any race may possible become an Electropath, but they are much more common in stormy or otherwise electrically influenced places.

Alignment: Electropaths lean more toward the chaotic nature of lightning, but they may be any alignment on the Good-Evil scale.

Starting Gold: 2d10 x 10 gp, around 110 gp

Starting Age: Simple

Table: The Electropath

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Technique Points Techniques Known Highest Level Technique Usable
Fort Ref Will
1st +0 +0 +1 +0 King Multi-Tasker, All Is One, Dry Hands, Attuned Sand, Speedy Sand 15' 1 1 1
2nd +1 +0 +1 +0 6 2 1
3rd +1 +1 +2 +1 Natural Techniques 11 3 1
4th +2 +1 +2 +1 17 5 2
5th +2 +1 +3 +1 Speedy Sand 20' 25 6 2
6th +3 +2 +3 +2 Natural Techniques 33 7 3
7th +3 +2 +4 +2 42 8 3
8th +4 +2 +4 +2 Supreme Concentration 51 10 4
9th +4 +3 +5 +3 Natural Techniques 62 11 4
10th +5 +3 +5 +3 Speedy Sand 25', Greater Control 74 12 5
11th +5 +3 +6 +3 86 13 5
12th +6/+1 +4 +6 +4 Natural Techniques 98 15 6
13th +6/+1 +4 +7 +4 113 16 6
14th +7/+2 +4 +7 +4 128 17 7
15th +7/+2 +5 +7 +5 Speedy Sand 30', Natural Techniques 143 18 7
16th +8/+3 +5 +8 +5 159 20 8
17th +8/+3 +5 +8 +5 177 21 8
18th +9/+4 +6 +8 +6 Natural Techniques 195 22 9
19th +9/+4 +6 +9 +6 214 23 9
20th +10/+5 +6 +9 +6 Greater Control 233 25 9

Class Skills 2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Intimidate(Cha), Escape Artist (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis).

Class Features[edit]

All of the following are class features of the Sandbender.

Weapon and Armor Proficiency: Electropaths are proficient with the dagger, warhammer and quarterstaff but with no type of armor or shield as they interfere with a sandbender's movements for using techniques.

Technique Points/Day: An Electropath's ability to use his techniques is limited by the technique points he has available. His base daily allotment of technique points is given on Table: The Electropath. In addition, he receives bonus technique points per day if he has a high wisdom score (see Table: Ability Modifiers and Bonus Technique Points ). His race may also provide bonus technique points per day, as may certain feats and items.

Highest Level Technique Usable: This column shows the highest level technique an Electropath may use at each level. To learn or use a technique, an Electropath must have a wisdom score of at least 10 + the technique's level.

Techniques Known: Electropaths spend time unlocking their inner secrets to betterr control electricity. As such, Electropaths choose their techniques from the list below and gain new techniques to use each level. Save DC's are based on wisdom. See Table: The Electropath for the highest level technique that can be used by an Electropath as well as the number of technique points available at the start of each day.

Sandbenders choose their techniques from the following list:

1st—Static Matrix, Shock Pulse

2nd—Arc, Paralyzing Touch, Shock Guard

3rd—Third Eye (Sand), Desert Coffin, Desert Funeral, Orb of Storming Sands

4th—Arc of Lightning, Particle Search, Desert Walking, Flying Sand

5th—Quicksand, Dust Devil, Sand Wall

6th—Fech Fech, Sand Prison, Omnipresence of the Desert King

7th—Mass Desert Funeral, Greater Desert Cocoon

8th—Sandstorm, Sand Axe, Pharaoh's Hand

9th—Sand Tsunami, Desert Meteor

King Multi-Tasker: The sandbender is so skilled at multi-tasking (seeing as a sandbender needs to control thousands of individual grains at once) that instead of being a Con based skill, Concentration is a Wis based skill. This means you add your Wis modifier to your Concentration for Concentration checks.

Dry Hands (Su): A sandbender has the ability to absorb the liquid in objects. This is normally used to create attuned sand by absorbing the water in dirt until it becomes sand. But this may optionally be used as a touch attack to deal 1d8 damage to anything that may have water absorbed from it. This may poison the sandbender if the subject of Dry Hands is poisoned (50% chance).

Attuned Sand (Su): Sandbenders always carry a certain amount of sand with them called attuned sand. This is sand made by the sandbender by using Dry Hands on dirt for 1d3 minutes or on sand for fifteen seconds. This process creates a cubic foot of sand (roughly 100 pounds of sand). A sandbender may have 2 cubic feet of attuned sand per level in the sandbender class. Any additional attuned sand made causes the oldest attuned sand to revert to normal sand. Because of the length of details that are required for describing the uses of attuned sand, it has been made into a wondrous item with its own page. Follow this link to learn more about it.

When a sandbender attempts to use a technique he should ensure the proper amount of attuned sand is within the range of the technique. It is assumed when a technique ends all the attuned sand returns to the sandbender.

Speedy Sand: At 1st level a sandbender may move each individual cubic foot of sand at the speed of 15' per round. At level 5, 10, 15, 21, 25, and 30 the speed at which a sandbender may move its attuned sand increases by 5'.

Natural Techniques: Some technicians have such an affinity for what they manipulate through their techniques that they gain some natural abilities. The sandbender is one such technician. Every 3 levels, the character chooses one of the following abilities that can be used as described in their text:

Living Shield (Ex): Due to their low natural defenses, sandbenders have learned to give some of their attuned sand a limited sentience with the sole goal of protecting the sandbender. The sandbender permanently loses control of 1 cubic foot of sand meaning it can no longer be used for techniques (but still counts against the amount of attuned sand the sandbender may have) but in return the sandbender gains a permanent +2 to touch and normal AC and +1 to Reflex save. This sand is no longer magical but instead could be considered almost a creature. This new sand will remain invisible until something attempts to harm the sandbender in which case it moves in the way of the incoming attack, blocking it.
  • This may be taken additional times, each additional time using another cubic foot of sand and giving another +2 to touch and normal AC and +1 to Reflex save.
Hands of Drought (Su): The sandbender's Dry Hands now deals 1d10 damage when used as a touch attack instead of the normal 1d8. Also, the sandbender may create attuned sand in 30 seconds. This greater ability to absorb liquids grants the sandbender the ability to absorb up to 100 gallons of pure water a day (about 13.5 cubic feet) at a rate of 1 gallon a second. Also, the sandbender may pull the moisture out of the air, giving him the same amount of water as a small glass for every minute. This is a free action and can be used as an alternate source of getting water.
  • Taking this ability again increases the damage on Dry Hands further to 2d6 and can create attuned sand as a standard action. Increases the amount of water that may be absorbed per day to 200 gallons of pure water a day (about 27 cubic feet) at a rate of 2 gallons a second. Also, the sandbender may pull the moisture out of the air and condense it in its hands allowing others to have access to it at a rate of 1 small glass of water per minute (at will).
All Is One (Su): Each singular particle of attuned sand becomes an extension of the sandbender itself. As such, the sandbender may deliver its dry hands touch attack through its attuned sand using the sandbender's base attack bonus and expending a standard action. Any creature already grappled or covered in attuned sand may not dodge the attack. Also, the sandbender has threat in all areas adjacent to a cubic foot of its attuned sand.
  • This may be chosen additional times, each additional selection allowing another touch attack to be delivered through another cubic foot of sand in a single standard action. Multiple touch attacks may be delivered to the same creature but each must be from a different cubic foot of sand.
Moon Sand (Ex): Water holds no power over the sandbender's attuned sand anymore. Now all the attuned sand the sandbender controls (including that already made) has the property to not get wet. After taking this, a sandbender may move its attuned sand through water but at half its normal move speed.
  • Taking this ability again grants the sand the ability to dry out wet things as well as move freely through water. Any creature dependent on wetness or of the aquatic type (such as water elementals) takes 1d6 damage each round it is in contact with the sandbender's attuned sand.
Sun Sand (Ex): The attuned sand of the sandbender is now resistant to heat. All of the sandbender's attuned sand is immune to fire and thus cannot be made into glass by taking fire damage as well as is able to provide shelter from extreme heat.
  • Taking this ability again gives the sandbender the ability to super heat its attuned sand through slow, intense friction. Doing so is a full round action but may superheat any amount of attuned sand. Super heated sand glows white, providing illumination in a 10' radius from a single cubic foot of sand, and deals 1d4 fire damage each round to those who are in contact with it. This sand may not cause fires. Superheating the attuned sand is considered a supernatural ability.
Storm Sand (Ex): No longer becoming glass due to electrical current, electricity is changed from weakness to power. Your attuned sand may store electricity it comes into contact with, giving each cubic foot of sand that comes into contact with spells or creatures with the electricity subtype (or lightning) a charge that deals 1d8 damage to the next creature that touches it. A DC 15 Spot check may notice small electric bolts jumping on charged sand occasionally but the sandbender always knows what sand is charged and what isn't.
  • Taking this ability again takes friction to a whole new level. By moving attuned sand extraordinarily quickly, the sandbender may charge its attuned sand automatically, providing all of it the 1d8 damage when it next comes into contact with something. This is a full round action but may be done to any amount of attuned sand. Charging the attuned sand is considered a supernatural ability.

Supreme Concentration: At 8th level a sandbender may always take 10 on concentration checks in any circumstance.

Greater Control: Every 10 levels in the sandbender class, the sandbender chooses one of the greater abilities from the list below. If the sandbender doesn't meet the requirements, this ability simply remains dormant until the requirements are met:

Living Barrier (Ex):
  • Prerequisite: Chose Living Shield three times for Natural Techniques.
  • Benefit: The sentient sand evolves to a whole new level, giving even greater protection to the sandbender. An enemy that wishes to move within 5' of the sandbender must succeed on a DC 10 + Wisdom Modifier + 1/2 technician level Strength check or Reflex save to break through or avoid the protective sand. A creature that fails the check may not move adjacent as it is blocked (meaning they were touched by the attuned sand) and those that fail by 10 or more are pushed back 5 feet. Also, the sand will provide shelter from area of effect attacks giving the sandbender the Improved Evasion feat while the living barrier is still in effect.
Embodiment of the Desert (Su):
  • Prerequisite: Chose Hands of Drought twice for Natural Techniques.
  • Benefit: Dry Hands now deals 2d6 + Wisdom modifier damage. The sandbender may change the terrain of a 10' radius area into 10' deep sand anywhere within 25 + (5 feet per 5 technician levels) feet by placing its hands on the ground as a full round action. Any creatures of size medium or less within the radius of the sand sink to their waste and must take a full round to get out of the sand. The area of sand is considered difficult terrain. Also, the sandbender may spontaneously create 4 cubic feet of attuned sand that lasts for one round and does not apply to its normal attuned sand limit anywhere within 20 feet as a swift action a number of times per day equal to twice its Wisdom modifier.
Additionally, the sandbender may create 1 small glass worth of water by pulling the moisture out of the air in 18 seconds at will.
One Is All (Su):
  • Prerequisite: Chose All Is One three times for Natural Techniques.
  • Benefit: The sandbender may, as a full round action, turn into sand with a perfect flight speed equal to the speed it may move its attuned sand. The sandbender may remain in this form for a number of rounds equal to five times its Wisdom modifier. It may expend these rounds throughout the day in different amounts. I. E.: A sandbender with a Wisdom modifier of 5 may choose to become sand for 10 rounds, return to normal, then later become sand again for another 15 rounds. While in sand form, the sandbender is impervious to physical attacks and has the same properties as its attuned sand (including Moon Sand, Sun Sand, and Storm Sand if the sandbender chose them) as well as being able to use itself for techniquecosts. If the sandbender were to be turned to glass or its sand form were in any other way to be destroyed then the sandbender would die but return to its normal form.
Wielder of the Red Sands:
  • Prerequisite: Chose Moon Sand twice for Natural Techniques.
  • Benefit: Your attuned sand now has such water absorptive properties that it can absorb the blood of creatures right out of their bodies by being in contact with them. As such, your attuned sand takes on a dark red appearance as it is stained the color of the blood is absorbs. It also gains the property to move through the blood vessels of a body.
This gives access to the following techniques that may be used only if the sandbender could use a technique of its level:
Wielder of the Black Sand:
This gives access to the following techniques that may be used only if the sandbender could use a technique of its level:
Wielder of the White Sand:
  • Prerequisite: Chose Storm Sand twice for Natural Techniques.
  • Benefit: Mastery of friction induced electrical currents has purified your attuned sand resulting in a white color. This sand can conduct electricity very easily and can produce extremely high voltages capable of harming most any creature.
This gives access to the following techniques that may be used only if the sandbender could use a technique of its level:

Epic Sandbenders[edit]

Table: The Epic Sandbender

Hit Die: d6

Level Special
21st Speedy Sand 35', Natural Techniques
22nd
23rd
24th Natural Techniques
25th Speedy Sand 40'
26th
27th Natural Techniques
28th
29th
30th Speedy Sand 45', Bonus Feat, Natural Techniques, Greater Control

3 + Int modifier skill points per level.

Human Sandbender Starting Package[edit]

Weapons: Quarterstaff

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Wis (due to class skill)
Spot 4 Wis
Listen 4 Wis
Hide 4 Dex

Feat: Advanced Natural Techniques

Bonus Feats: Improved Technique Forming

Gear: 2 cubic feet of attuned sand, Bedroll, 10 Candles, Ink (5 oz.), Inkpen, Hooded Lantern, Oil (2 pint flask), Paper (40 sheets), Belt Pouch, Sealing Wax, Signet Ring, Small Steel Mirror, Waterskin, Winter Blanket.

Gold: 40 gp.

Campaign Information[edit]

Playing a Sandbender[edit]

Religion: Sandbenders are not inclined to worship any deity. They simply move with the flow of nature and try to meld with the world, not trying to stick out too much from the rest of society unless absolutely necessary.

Other Classes: Any class is acceptable to a sandbender for they simply go with the flow. As long as their allies don't get in his way, the sandbender is fine with whomever he is with. This goes for all but other sandbenders. There is a certain disconcerting feeling when you don't know whether you're actually controlling your sand or if it's about to crush you.

Combat: Sandbenders typically stay medium range from opponents. Their large number of defensive skills allow them to move into combat if needed to help support an ally or get one out of danger but other than that they remain immobile, outside of combat in order to better control their sand.

Advancement: A sandbender wishes to further his control over the element of sand and thus usually sticks to the sandbender class. But, depending on which attributes you increased, it may be beneficial to multiclass into another casting class such as wizard to amplify your usefulness outside of combat as well as in.

Sandbenders in the World[edit]

Without your sand you can do nothing!
—Nameless Enemy
But as long as I have it, I can do anything.
—Garnith Tarn, Human Sandbender

Rarely staying in one place for long times, sandbenders are found all over. They will try to find capable companions to keep them company for traveling alone is a lonely thing. But some very few, and very powerful, sandbenders have settled down and quickly taken seats of power where they have due to their great abilities. But no matter what a sandbender is doing, he will always have a longing for travel and adventure.

Daily Life: Sandbenders like to keep moving, but don't like to move quickly. Some will stay in a town for no more than a day before feeling the need to move on. During their spare time, though, a sandbender enjoys watching how events unfold and the final result. Most of all, they enjoy watching single objects or people for long periods of time, just to see what they do, how they move, and how they change over time.

Notables: Garnith Tarn, Male Human Sandbender: Unlocked all the secret potentials of the sandbender ways and is considered the most powerful sandbender. Now is the leader of a large desert tribe that is protected by solely sandbenders.

Rysta Tin, Female Human Sandbender: Once sat without moving for an entire week to watch a rock weather away to dust. Is now the oldest sandbender alive (88 years old).

Barcki the Mad, Male Human Sandbender: Powerful sandbender who conjured a sandstorm so powerful it took off on its own, consuming him and turning him into a very powerful sand demon.

Organizations: The only congregation of sandbenders is a large city hidden by a perpetual sandstorm. The city's name is Systamo and it is very difficult to find without a sandbender's aid. Through unknown means, the city moves between deserts and it is only possible to know which desert it is in by which desert is having the most sandstorms at present. They congregate their to protect the city and learn their art from other, more experienced sandbenders. Other than that, sandbenders avoid each other because it can be hard to keep their sand apart from each other.

NPC Reactions: Those who meet a sandbender have mixed feelings. On one hand, the sandbender is capable of incredible feats of power that can route out those who are causing trouble. On the other, sandbenders can cause great devastation, droughts, loss of farmland, and it usually requires something the sandbender would find very valuable just to keep the sandbender in one place long enough to try to help.

Sandbender Lore[edit]

Characters with ranks in Knowledge (Technicians) can research sandbenders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Technicians)
DC Result
5 Sandbenders manipulate a type of sand called attuned sand that is capable of great feats of power.
10 Attuned sand is made from dirt or stone and is difficult to quickly replace if destroyed by fire or lightning or made useless by water.
15 Sandbenders rarely stay in any one location for very long, often traveling.
20 Characters who get this result can know the names and locations of specific sandbenders and items related to them including where they are most likely headed next.

Sandbenders in the Game[edit]

Sandbenders are rarely found in cities because of the damage they can cause to structures and pathways while making their attuned sand. Most adventurers may come across them out in the wild where they can openly practice their abilities. If you ever see random patches of sand, quicksand, or other desert-like conditions then a sandbender probably isn't far away.

Adaptation: It is possible to take this in the direction of a war between nature and desert. Sandbenders tend to destroy wildlife and stone, turning all to sand by absorbing the water. A war between the elves of the forest and the sandbenders of the desert wouldn't be terribly uncommon. Also, there may be just a single sandbender in the world, one person who unlocked the secrets of the desert and mastered them. Perhaps that one sandbender is actually harboring some spirit that grants him his abilities.

Sample Encounter: Tyr Prinit was born to a group of desert nomads but sold into slavery when he was young. While slave to a wealthy family, he discovered his ability to absorb water and manipulate sand. Practicing, he eventually managed to fashion an escape route by hollowing out an underground tunnel over countless nights. Now free, and practiced with his new abilities, he sought a life of traveling and adventure. That dream soon came to a close, though, when he was caught as an escaped slave and imprisoned soon after. Harboring great hate for his captors, who wanted to know the secrets of his abilities, Tyr refused to tell them of the secret city of Systamo he heard in his childhood before slavery, the hidden City of the Sands. Eventually, Tyr met a rogue who was caught as well and together they escaped, after 4 years of imprisonment. Thereafter, every city Tyr visited always kicked him out when he tried to show others his abilities or used them for they caused too much damage, especially after Tyr learned to create fire and explosions with his sand. Tyr harbors a great distaste, even hatred, for cities, and may eventually strike out at them, considering them a waste of space where a desert would be better suited.

EL 17: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

Stat block under construction.


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