Makeshift Electromancer (3.5e Class)

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Makeshift Electromancer
Rating: Not rated
(Rate this class)
Status: Nowhere near complete
Editing: Constructive edits welcome

Makeshift Electromancer.[edit]

Throughout your life you have wanted power and all you had was you intellect and gadgets at hand, it was hard for you to become a wizard due to your dim knowledge of the arcane. You most likely grew up tinkering with gadgets and the devastating power of electric(most Makeshift Electromancers are Gnomes or Goblins).

Making a Makeshift Electromancer[edit]

Makeshift Electromancers only seek power due to this they have almost no utility within their party, they're meant to do strong damage rather than help the party such as a sorcerer or wizard would (Makeshift Electromancers will most likely be used as a secondary caster in the group).

Alignment: Makeshift Electromancers can be any alignment but are mostly some sort of Chaotic or Neutral do to their quest for power.

Starting Gold: as Wizard.

Starting Age: as Fighter

Table: The Makeshift Electromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Electric Discharge 2d6
2nd +1 +3 +0 +0 Electric Affinity +1, Damage Reduction 1/Electricity
3rd +2 +3 +1 +1 Electric Discharge 4d6
4th +3 +4 +1 +1 Electric Strike, Electric Affinity +2
5th +3 +4 +1 +1 Electrical Discharge 6d6, Element Swap
6th +4 +5 +2 +2 Chain Lightning, Electric Affinity +3, Damage Reduction 2/Electricity
7th +5 +5 +2 +2 Electric Discharge 8d6
8th +6/+1 +6 +2 +2 Lightning Shield, Electric Affinity +4, Renewing Energy 3/day
9th +6/+1 +6 +3 +3 Electric Discharge 10d6, Improved Electric Strike
10th +7/+2 +7 +3 +3 Electric Line, Damage Reduction 3/Electricity, Electric Affinity +5, Energy Resistance + 5
11th +8/+3 +7 +3 +3 Electric Discharge 12d6
12th +9/+4 +8 +4 +4 Electric Cone, Electric Affinity +6
13th +9/+4 +8 +4 +4 Electricity Field, Electric Discharge 14d6
14th +10/+5 +9 +4 +4 Electric Stability, Electric Affinity +7, Damage Reduction 4/Electricity
15th +11/+6/+1 +9 +5 +5 Electric Burst, Electric Discharge 16d6
16th +12/+7/+2 +10 +5 +5 Electric Affinity + 8, Renewing Energy 6/day
17th +12/+7/+2 +10 +5 +5 Electric Discharge 18d6
18th +13/+8/+3 +11 +6 +6 Electric Affinity +9, Damage Reduction 4/Electricity, Energy Genius
19th +14/+9/+4 +11 +6 +6 Electric Discharge 20d6
20th +15/+10/+5 +12 +6 +6 Electric Fallout, Electric Affinity +10, Energy Resistance + 10

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Profession (Wis), Use Magic Device (Cha).

Class Features[edit]

Weapon and Armor Proficiency: Makeshift Electromancers Are proficient with light and medium armor and all simple and martial weapons.

Electric Discharge (Sp): Electric Discharge is an Elctromancers main source of damage, but Dwelling in to this powerful energy comes at a cost, thus every use deals 1 point of Con. Damage(More if using an energy shape such as cone,line,chain,ect.)

Bonus Feat: Gain any Extra Feat.

Electric Affinity: Your study's in to electricity help you guide it your enemy and their weak points. you gain +1 To attack bonus and damage, you gain and extra +1 every two levels (this only Applies to electric Abilities).

Damage Reduction 1/2/3/4/Electricity: At level two, all electric damage is reduced by 1, this increases by 1 every four levels after.

Electric Strike: As a move Action you can Charge Your Main hand weapon or Two-handed weapon, Takes a full-Round action to charge you main and off hand weapons, This deals the weapon damage as well as Electric Discharge's Damage. This ability can only be used once a round and disperses after the first hit. This Damage can also Apply Energy Shapes, (This can only apply to one weapon)After attacking your Electric discharge will use any energy shape selected. Ex. Paul a level 6 Makeshift Electromancer Attacks with a Medium Greatsword and decides he would like to use Electric strike He spends a move action to do so and attacks he deals 2d6+str mod + 6d6+3 Electric discharge damage to one target, he also would like to use Chain Lightning, Thus dealing only the Electrical Discharge damage to secondary targets(the Damage is halved for each person it hits including the Electric Strike Target).(this deals 2 points of con. damage on use)

Element Swap: You may swap your Electric Discharge's element for any other listed element(This Effect is Permanent make sure you change it back to Electricity when needed, you can not use any energy shapes if the element is not Electricity[cone,line,chain,ect.]this includes Electric strike), (Air, Earth, Electricity, Fire, Water).

Chain Lightning: You may apply a chain effect you your Electric Discharge Spell-like Ability, every time it hits a new target it deals half as much damage as the target hit before, it can't hit the same target twice. (This Deals 2 Points of Con. Damage on Use)

Lightning Shield: You are constantly covered in bolts of electricity, if hit with a metal melee weapon or unarmed the attacker will receive 2d6 damage on hit.

Renewing Energy: Three times a day you can heal 3 points of con. damage this takes a full-round action, This is increased to Six times a day at level sixteen.

Improved Electric Strike: Same as Electric Strike Except Applying this effect is now a free action to one weapon or a move action to two weapons.

Electric Line: Use Electric Discharge in a straight 60ft. Line, every one caught in the line can make a reflex save to receive half damage.(this Deal 2 Points of con. Damage.)

Energy Resistance: you gain +5 to resist any Electric Damage, This Bonus increases to +10 at Level 20.

Electric Cone: Use Electric Discharge in a 30ft. Cone, Every one caught in the cone can make a reflex save to receive half damage.(this deals 2 points of con damage.)

Electricity field: Every one in 10ft. of the Makeshift Electromancer is dealt 2 damage each round and gets - 2 to AC and Reflex Saves.

Electric Stability: Through the years of using your electric based abilities you have become hardened due to the constant pain that comes with this power, you gain +3 to your Con. Score and 1d6 to your HP.

Electric Burst: Use Electric Discharge in a 20ft. Radius from yourself, Every one caught in the radius can make a reflex save to receive half damage.(this deals 2 points of con. Damage.)

Energy Genius: All of your Electric based attack can't be Countered or Resisted(except by yourself), creatures immune to electric damage receive all of the damage from your electric based attacks.

Electric Fallout: This is your last resort ability if you have no chance of survival, this ability can be resisted by only yourself which requires a DC of 15 + half Your Makeshift Electromancer Class level. This ability deals 12d20+100 Damage at level 20 and an extra 6d20 every 10 levels after, this ability has an 800ft. +80ft./2 levels (this will harm all allies make sure they're in a safe place before use :D), The only thing left after this will be an 800ft. Crater every thing will be totally obliterated (if you do resist the blast you will be dropped to 0 HP and be in a critical State and must be healed within 1 hour or die.)

Epic Makeshift Electromancer[edit]

Table: The Epic Makeshift Electromancer

Hit Die: d6

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-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.->.



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