Anywho...
The Electric Mage
The Electric Mage
Zap.
HD: d6
BAB: 3/4 (Cleric)
Good Saves: Fort and Rfx
1. Lightning Shock, Electrical Resistance, Stronger Shock
2. Non-lethal Lightning, Charged Body 1/day
3. Charge Object 1/day, Conducting Materials
4. Overcharge 1/day
5. Magnetism, Anti-resistance, Charged Body 2/day
6. Redirect Lightning, Leaping Lightning,
7. Thunder, Absorb Electricity, Charge Object 2/day
8. Lightning Rod, Burning Lightning, Charged Body 3/day
9. Lightning Saturation, Deafening Lightning, Overcharge 2/day
10. Blinding Flash, Electromagnetic Sense,
11. Magnetize, Improved Lightning Shock, Charged Body 4/day, Charge Object 3/day
12. Disruptive Energy, Electrical Transmission,
13. Brainfry, Improved Conducting Materials, Overcharge 3/day
14. Stop the Heart, Charged Body 5/day
15. Start a Heart, Charge Object 4/day
16. Improved Electromagnetic Sense
17. Overload, Charged Body 6/day
18. Electrical Magic Disruption, Overcharge 4/day
19. Electrical Enchantment Disruption, Charge Object 5/day
20. Electrical Transmutation, Charged Body 7/day
Notes on this class:
Saving Throws: The saving throws for all of the Electric Mage's abilities are 10 + 1/2 the Mage's class level + his/her ability modifier
Ability Modifier: Electric Magi are unique in that their power source isn't limited to a single stat... well, sorta. When making an Electric Mage, pick 1 mental stat (Charisma, Intelligence, or Wisdom) and use the ability modifier of that stat for all of the Electric Mage's abilities. This cannot change as you advance, but it means that the chance of finding an Electric Mage with the same specialization as you is ~33%, making Electric Magi more unique people overall.
Class Features:
Weapon and Armor Proficicenies: All simple weapons, light armour, and light shields. The Electric Mage is physically competent, though his ability to produce and control electricity tends to overshadow his martial abilities.
Lightning Shock (Su): The Electric Mage is able to both generate and control electricity, and can use it offensively, channeling it out of the mage's hands and towards an opponent. The Electric Mage can use this ability either as a ranged touch attack (medium range), or as melee touch attack.
Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, and can cause lightning to arc from the victim to other nearby foes. On a hit, the Electric Mage can deal a total of 1d6 electricity damage per class level. This can all be dealt to the original target, or the Electric Mage can choose to deal only some of the total damage (in d6's), and make a ranged touch attack (close range from the original target) to hit a second target with the remaining damage. This can be done multiple times, so long as there is at least a 1d6 of electricity damage for the new victim.
Every time she uses this ability, the Electric Mage loses 1d6 of damage (down to 0d6) to her lightning bolt. He can recover all his lost d6's of damage by focusing for a full-round action, or can recover 1d6 of lost damage by meditating for a move-equivalent action.
Electrical Resistance (Ex): The body of the Electric Mage is attuned to channeling a large amount of electricity, providing a resistance to electrical damage proportional to the offensive electrical capacity of the Mage: The Electric Mage has a resistance to electricity equal to twice her level.
Stronger Shock (Su): Every time an Electric Mage inflicts Electric damage on any target, whether with her class abilities or another source of electricity, she inflicts an amount of extra Electricity Damage equal to her class level or her ability modifier, whichever is less.
Non-lethal Lightning (Su):By controlling the electricity to avoid vital organs, the Electric Mage can subdue a foe without causing lethal damage: Whenever the Electric Mage would deal electricity damage, the Mage may instead choose to deal half as much non-lethal damage.
Charged Body (Su): As a Swift Action, an Electric Mage can saturate her body with electricity for a number of rounds equal to her Electric Mage level. Any attack made against the Electric Mage with a metal or natural weapon deals 1d6/2 Electric Mage levels to the attacker (With a Reflex saving throw for half damage). This can be used twice per day, and the Electric Mage gets another use every 3 levels she gains. This counts as a use of Lightning Shock.
Charge Object (Su): By charging an object with a strong electric current, an Electric Mage can store a large amount of Electric energy inside that object. At any time, as a Swift or Immediate Action, an Electric Mage can release the energy in the object, dealing 1d6 Electricity Damage per Mage level. The Electric Mage can augment this with Nonlethal Lightning or Thunder and Lightning when she gets it. This is usable once per day, and increases by one more time per day every 5 levels thereafter. This counts as a use of Lightning Shock.
Conducting Materials (Su): As the Electric Mage comes to better control electricity, the Mage learns to send electricity into a suitable object, have it travel through the object, and then reemerge in the form of his or her choosing. When using an electrical ability, any conducting material counts as neither cover (for protection) nor distance (for range purposes). A Mage can shoot, say, a Lightning Shock into a metal chain lying on the ground, and then have the lightning re-emerge from any part of the chain with the rest of its range intact. Or an enterprising Mage could pour water under a door to start blindly shooting lightning at the people on the other side (or less blindly with {improved} Electromagnetic Sense).
Overcharge (Su): An Electric Mage can Empower her Lightning abilities (Lightning Shock, Charged Body, Charge Object, Lightning Saturation, and Overload), having them deal an extra 50% damage (after the damage is rolled). Activating this ability is a Swift Action, usable once per day. The Electric Mage gets an extra use of this once every 5 levels.
Magnetism (Su): An experienced Electric Mage can control electricity to such an extent as to induce magnetic fields. The Mage can use Telekinesis (as the spell) on any metal object (including metal or metal-armored creatures). The only limitation is your ability modifer (which is used in place of Int or Cha). The Mage's caster level is equal to his or her class level. Using this ability charges the targets slightly, and the Mage requires 1d4 rounds from the end of the effect to reverse the polarity, make a few adjustments, and affect the same targets.
Anti-resistance (Su): From 5th level on, an Electric Mage's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by her electricity damage can be negated by hardness or immunity or resistance to Fire. In addition, the Electricity Mage ignores the first 5 points of Fire Resistance that a target has.
Redirect Lightning (Su): As an Immediate Action, the Electric Mage negate any Electricity damage done to anyone in a radius of 5ft + 5ft/5 class levels and deal it to someone (or something) else in the same radius--An Electric Mage could very easily take any damage dealt to one of her party members and make the damage affect the ground or something. Any object or person who gets takes damage via this effect makes a saving throw based on the Electric Mage.
Leaping Lightning (Su): As a Electric Mage understands more of the nuances of Electricity, he or she may come to understand how to create a self-sustaining form of electricity, almost alive, in a way. When a Mage uses Leaping Lightning, he creates an electrical creature that leaps to the target of his choice. This is a targeted effect with medium range. The target makes a reflex save - if the target succeeds on his save, he takes half of 1d6 electricity damage per Electric Mage class level. If the target fails his save, he takes 1d6 damage per class level, and the Lightning Mage chooses a new target for the Leaping Lightning, who suffers the same effect, and so forth. A single Leaping Lightning cannot re-target a target which it has already hit.
Lightning Immunity (Su): At level 7, and Electric Mage is immune to Electricity damage (magical or otherwise).
Absorb Electricity (Su): While the Electric Mage normally converts his life-energy into electrical energy, with skill, he can manage the reverse. As an immediate action, the Mage can absorb energy from electricity the next time he would be dealt electrical damage - in addition to the electrical damage, the Mage recharges, returning him to his full potency (effective class level returned to normal).
Lightning Rod (Su): By controlling electricity around her, the Electric Mage can redirect any electricity effect to be re-targeted to hit her and only her. This is a free action that may be taken whenever any part of an electric effect is within close range.
Burning Lightning (Su): By adjusting the properties of the electricity she uses, the Electric Mage can deal both fire and electricity damage whenever she would normally deal just electricity damage. This form of electricity sets combustibles on fire, and cannot be used in conjunction with Nonlethal Lightning.
Lightning Saturation (Su): Instead of controlling electricity to move as a projectile, the Electric Mage can saturate an area with electricity. The Mage can create a line up to medium range, a cone with close range, or a self-centered burst with up to close range. All creatures in the area take 1d6 electricity damage per class level, reflex save to take half damage.
Deafening Lightning (Su): Through adjusting his electricity, the Electricity Mage can cause his electrical effects to be rather loud. This creates a loud thunder-ish sound with each effect, and deafens for one round anyone hit directly with an electrical effect.
Blinding Flash (Su): By using his body as a capacitor, and Electric Mage is capable of creating a very strong, very short arc of electricity between her hands potentially blinded\blind people. The Electric Mage can produce this in a close cone or close burst, depending on whether she keeps her hand in front of her, or above her head. All seeing creatures within the effect can make a Reflex save to negate. On a failed Reflex save, each affected creature can make a fortitude save - a failed fortitude save results in 1d4 rounds of blinding, while a success results in 1d4 rounds of being dazzled. Since the movements to set up the burst are relatively specific, as creatures become increasingly familiar with the action they can prepare for the flash: Each time a creature is exposed to this effect, they gain a cumulative +2 insight bonus to subsequent reflex saves against this ability. This is a full-round action, and provokes attacks of opportunity.
Electromagnetic Sense (Su): As the Electric Mage continues to become increasingly familiar with Electricity, the Mage can learn to sense electrical interactions all around him. As a standard action, the Mage can make a Wisdom check to sense the general location of any magical activity or electrical activity within 5' per class level. As a full-round action, he can sense the general location and size of any living creatures within 5' per class level. This ignores cover and total cover, but generally does not provide identifying information beyond location and size.
Magnetize (Su): Instead of creating magnetic fields with electricity, the Electric Mage can learn to induce magnetism in certain objects, including ferrous metals. As a ranged touch attack, the Electric Mage can magnetize a metal object. This creates 25 pounds of force per class level of attraction between the object and other metal objects within 5 feet, half of that for objects 10 feet away, a quarter of that for objects 15 feets away, and so forth. This effect lasts one round.
Improved Lightning Shock (Su): As the Mage improves his production and control of Electricity, he can learn to send his basic attacks further. The range on his Lightning Shock ability is now long.
Disruptive Energy (Su): The Electric Mage can learn to electrically charge casters in such a way as to cause a backlash the next time they use a supernatural ability. The Electric Mage can make a long range touch attack to set up a charge on a target. The DM rolls a hidden 1d4 to see how long the effect lasts. The next time within the 1d4 rounds the target uses a spell, spell-like, or supernatural ability, he or she takes 1d6 damage per class level, Will save halves. This damage occurs during the process of spell-casting. Alternatively, the target can take a standard action to ground himself: This requires a will save - on a success, the effect ends, on a failure, the target triggers the damage effect as if he or she had cast a spell, or used a spell-like or supernatural ability.
Electrical Transmission (Su): Of of the more impressive abilities of the Electric Mage is the ability of master Mages to briefly turn into an electrical pattern, and transmit themselves as electricity. As a standard action, the Electric Mage can turn into electricity, move in a straight line of medium range, and then reconstitute themselves. This requires line of sight and line of effect. Range can be extended through usage of Conducting Materials, though Line of Sight is still necessary.
Brainfry (Su): Lightning can wreak havoc on the nervous system, and as the abilities of the Electric Mage increase, he can manipulate the nervous system. If the Electric Mage can electrocute a target multiple times within a round, he can cause the nervous system to fluctuate. If a target is affected by the Mage's electricity twice in a round, the target must make a fortitude save or become confused for one round. If a target is affected by the Mage's electricity three times, the target must make a fortitude save or become stunned for one round.
Improved Conducting Materials (Su): As the Electric Mage learns to better control her abilities, she can use Conducting Materials to extend the range of her (Improved) Electromagnetic Sense. As with spells, the conducting materials reduces distance, so if the Mage has a range of 140 feet with his Electromagnetic Sense, and it is 30 feet to the material in question, then the mage has a Sense of 110 feet from any part of the conducting material. With this sensitivity, the Electric Mage can also identify a spot next to a conducting material that they can safely use Electrical Transmission to reconstitute themselves at - this only needs the usage of Electromagnetic Sense on the conducting material, and Line of Sight and Line of Effect to the conducting material in question, not the end position of the transmission.
Stop the Heart (Su): By sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to seize up, stopping the heart. This requires hands to be placed on either side of the heart, so a direct, uncontrolled current can pass through the completed circuit. The Electric Mage makes two melee touch attacks - if both hit, the target takes 1d6 damage and must make a fortitude save or die. This only works on creatures with a single heart, and provokes an attack of opportunity.
Start Heart (Su): By carefully sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to activate, restarting the heart, and bringing a dead creature back to life. As a full-round action, the Electric Mage can place his hands on either side of a creature's heart, and make a DC 20 heal check. On a success, the creature takes 1d6 damage, and is no longer dead. On a failure, the Electric Mage simply deals 1d6 damage to the creature. Note that this does not actually heal a creature - creatures with more than 10 negative hit-points will simply die again on their initiative - other forms of healing must be utilized either before or after the creature's heart is restarted. Creatures who die without taking damage (as per death effects, etc.) do not suffer this problem.
If this ability is used less than 2 minutes after death, the creature does not suffer any ill effects. If the ability is used between 2 and 4 minutes after death, the target suffers one negative level, or constitution drain. Magical preservation of the corpse can delay this limitation, as can a DC 20 heal check (from anyone) once per round.
Improved Electromagnetic Sense (Su): As the Electrical Mage continues to refine her abilities, she continues to refine her ability to sense electricity. The Electric Mage's ability to sense electricity, magic, and life now can be used to identify magic (with a spellcraft check); sense features of living things, including physical motions and personal features; and exactly describes any electricity in the area. These improved abilities require the same time and concentration as their predecessors in Electromagnetic Sense, and Electromagnetic Sense itself no longer takes actions. As with the original Electromagnetic Sense, this ignores cover and total cover. Note that while the original Electromagnetic Sense only allowed the Mage to ascertain the location of living things, Improved Electromagnetic Sense allows you to see them with electricity - instead of a 50% miss chance from total concealment from attacking creature with only this sight, you now can see them well enough to attack normally.
Overload (Su): By channeling energy in and around his body, and adding more and more energy until the Electric Mage can no longer control it, the Electric Mage can unleash a devastating burst of electricity. This ability takes a full 1 round to charge up, and can be interrupted by attacks (concentration checks necessary). Upon completion of the charge, the Electric Mage releases the built-up energy, dealing 1d6 damage per level to everything within a long range, plus 1d6 per level to everything within a medium, plus 1d6 per level to everything with a close range. The strain of unleashing that much electricity through the Electric Mage's body also takes its toll, dealing non-lethal damage to the Mage equal to her current hitpoints, leaving her staggered.
Electrical Magic Disruption (Su): As the Electric Mage explores the way his control of electrical energy intersects with magical energy, he can learn to disrupt spells cast upon him: Whenever a spell with an instantaneous duration would effect the Electric Mage, the Mage can use an immediate action to try and use electricity to disrupt the spell. The caster must make a caster level check against 10 + your class level + your chosen ability modifier.
Electrical Enchantment Disruption (Su): Similar to disrupting cast magic with electricity, a skilled Electric Mage can learn to disrupt enchantments with his electricity. As a full round action, the Electrical Mage can use electricity to replicate the targeted dispel effect of Dispel Magic, save that he uses his caster level as his caster level, and that he deals 1d6 electrical damage per class level on the target. A living target, whether it is a living spell or an enchanted creature, can make a reflex save to avoid the dispel effect, and half the damage.
Electrical Transmutation (Su): Eventually, the Electric Mage comes to a full understanding of what he is. At level 20, the Electric Mage can transmute himself into a being composed of pure electrical energy. As a free action, the Electric Mage gains the creature type elemental, gains a fly speed equal to his land speed (perfect maneuverability), and is incorporeal. Unlike most incorporeal creatures, the Mage remains a crackling being of electrical energy when incorporeal, and thus smells like ozone, buzzes and crackles as loud as people talking, and deals 1d6 damage per class level to any object he touches or passes through. Additionally, his Improved Electromagnetic Sense is now a continuous ability. The Electric Mage can end this ability as a free action, and it involuntarily ends on unconsciousness or death.
I think of this as INSANELY STRONG. For the cost of 1 Con point, a level 12 Electric Mage could take out a little more than half of a Purple Worm's (CR 12) average Hit Points as an RTA (no Reflex saving throw) and a level 17 Electric Mage could take 2 rounds (so she'll need a little tanking help) to deal 51d6 (average: 178) + ability mod damage to anything in close range, and can make the damage nonlethal or half fire if he or she desires. That takes out 1 or 2 of the CR 17 monsters in one shot, and gets the rest in 2 (tough her damage will be 48d6... not that it matters much). Oh, and that 51d6 doesn't factor in Overcharge, which would give her 102d6 (average: 357) + ability mod damage, which I'm pretty sure kills everything except the White Dragon and maybe one other...
Is it just me, or is that a bit much? I was thinking about taking down the power of her abilities and making the cost of Overcharge 2-4 Con points instead of 1.
Zap.
HD: d6
BAB: 3/4 (Cleric)
Good Saves: Fort and Rfx
1. Lightning Shock, Electrical Resistance, Stronger Shock
2. Non-lethal Lightning, Charged Body 1/day
3. Charge Object 1/day, Conducting Materials
4. Overcharge 1/day
5. Magnetism, Anti-resistance, Charged Body 2/day
6. Redirect Lightning, Leaping Lightning,
7. Thunder, Absorb Electricity, Charge Object 2/day
8. Lightning Rod, Burning Lightning, Charged Body 3/day
9. Lightning Saturation, Deafening Lightning, Overcharge 2/day
10. Blinding Flash, Electromagnetic Sense,
11. Magnetize, Improved Lightning Shock, Charged Body 4/day, Charge Object 3/day
12. Disruptive Energy, Electrical Transmission,
13. Brainfry, Improved Conducting Materials, Overcharge 3/day
14. Stop the Heart, Charged Body 5/day
15. Start a Heart, Charge Object 4/day
16. Improved Electromagnetic Sense
17. Overload, Charged Body 6/day
18. Electrical Magic Disruption, Overcharge 4/day
19. Electrical Enchantment Disruption, Charge Object 5/day
20. Electrical Transmutation, Charged Body 7/day
Notes on this class:
Saving Throws: The saving throws for all of the Electric Mage's abilities are 10 + 1/2 the Mage's class level + his/her ability modifier
Ability Modifier: Electric Magi are unique in that their power source isn't limited to a single stat... well, sorta. When making an Electric Mage, pick 1 mental stat (Charisma, Intelligence, or Wisdom) and use the ability modifier of that stat for all of the Electric Mage's abilities. This cannot change as you advance, but it means that the chance of finding an Electric Mage with the same specialization as you is ~33%, making Electric Magi more unique people overall.
Class Features:
Weapon and Armor Proficicenies: All simple weapons, light armour, and light shields. The Electric Mage is physically competent, though his ability to produce and control electricity tends to overshadow his martial abilities.
Lightning Shock (Su): The Electric Mage is able to both generate and control electricity, and can use it offensively, channeling it out of the mage's hands and towards an opponent. The Electric Mage can use this ability either as a ranged touch attack (medium range), or as melee touch attack.
Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, and can cause lightning to arc from the victim to other nearby foes. On a hit, the Electric Mage can deal a total of 1d6 electricity damage per class level. This can all be dealt to the original target, or the Electric Mage can choose to deal only some of the total damage (in d6's), and make a ranged touch attack (close range from the original target) to hit a second target with the remaining damage. This can be done multiple times, so long as there is at least a 1d6 of electricity damage for the new victim.
Every time she uses this ability, the Electric Mage loses 1d6 of damage (down to 0d6) to her lightning bolt. He can recover all his lost d6's of damage by focusing for a full-round action, or can recover 1d6 of lost damage by meditating for a move-equivalent action.
Electrical Resistance (Ex): The body of the Electric Mage is attuned to channeling a large amount of electricity, providing a resistance to electrical damage proportional to the offensive electrical capacity of the Mage: The Electric Mage has a resistance to electricity equal to twice her level.
Stronger Shock (Su): Every time an Electric Mage inflicts Electric damage on any target, whether with her class abilities or another source of electricity, she inflicts an amount of extra Electricity Damage equal to her class level or her ability modifier, whichever is less.
Non-lethal Lightning (Su):By controlling the electricity to avoid vital organs, the Electric Mage can subdue a foe without causing lethal damage: Whenever the Electric Mage would deal electricity damage, the Mage may instead choose to deal half as much non-lethal damage.
Charged Body (Su): As a Swift Action, an Electric Mage can saturate her body with electricity for a number of rounds equal to her Electric Mage level. Any attack made against the Electric Mage with a metal or natural weapon deals 1d6/2 Electric Mage levels to the attacker (With a Reflex saving throw for half damage). This can be used twice per day, and the Electric Mage gets another use every 3 levels she gains. This counts as a use of Lightning Shock.
Charge Object (Su): By charging an object with a strong electric current, an Electric Mage can store a large amount of Electric energy inside that object. At any time, as a Swift or Immediate Action, an Electric Mage can release the energy in the object, dealing 1d6 Electricity Damage per Mage level. The Electric Mage can augment this with Nonlethal Lightning or Thunder and Lightning when she gets it. This is usable once per day, and increases by one more time per day every 5 levels thereafter. This counts as a use of Lightning Shock.
Conducting Materials (Su): As the Electric Mage comes to better control electricity, the Mage learns to send electricity into a suitable object, have it travel through the object, and then reemerge in the form of his or her choosing. When using an electrical ability, any conducting material counts as neither cover (for protection) nor distance (for range purposes). A Mage can shoot, say, a Lightning Shock into a metal chain lying on the ground, and then have the lightning re-emerge from any part of the chain with the rest of its range intact. Or an enterprising Mage could pour water under a door to start blindly shooting lightning at the people on the other side (or less blindly with {improved} Electromagnetic Sense).
Overcharge (Su): An Electric Mage can Empower her Lightning abilities (Lightning Shock, Charged Body, Charge Object, Lightning Saturation, and Overload), having them deal an extra 50% damage (after the damage is rolled). Activating this ability is a Swift Action, usable once per day. The Electric Mage gets an extra use of this once every 5 levels.
Magnetism (Su): An experienced Electric Mage can control electricity to such an extent as to induce magnetic fields. The Mage can use Telekinesis (as the spell) on any metal object (including metal or metal-armored creatures). The only limitation is your ability modifer (which is used in place of Int or Cha). The Mage's caster level is equal to his or her class level. Using this ability charges the targets slightly, and the Mage requires 1d4 rounds from the end of the effect to reverse the polarity, make a few adjustments, and affect the same targets.
Anti-resistance (Su): From 5th level on, an Electric Mage's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by her electricity damage can be negated by hardness or immunity or resistance to Fire. In addition, the Electricity Mage ignores the first 5 points of Fire Resistance that a target has.
Redirect Lightning (Su): As an Immediate Action, the Electric Mage negate any Electricity damage done to anyone in a radius of 5ft + 5ft/5 class levels and deal it to someone (or something) else in the same radius--An Electric Mage could very easily take any damage dealt to one of her party members and make the damage affect the ground or something. Any object or person who gets takes damage via this effect makes a saving throw based on the Electric Mage.
Leaping Lightning (Su): As a Electric Mage understands more of the nuances of Electricity, he or she may come to understand how to create a self-sustaining form of electricity, almost alive, in a way. When a Mage uses Leaping Lightning, he creates an electrical creature that leaps to the target of his choice. This is a targeted effect with medium range. The target makes a reflex save - if the target succeeds on his save, he takes half of 1d6 electricity damage per Electric Mage class level. If the target fails his save, he takes 1d6 damage per class level, and the Lightning Mage chooses a new target for the Leaping Lightning, who suffers the same effect, and so forth. A single Leaping Lightning cannot re-target a target which it has already hit.
Lightning Immunity (Su): At level 7, and Electric Mage is immune to Electricity damage (magical or otherwise).
Absorb Electricity (Su): While the Electric Mage normally converts his life-energy into electrical energy, with skill, he can manage the reverse. As an immediate action, the Mage can absorb energy from electricity the next time he would be dealt electrical damage - in addition to the electrical damage, the Mage recharges, returning him to his full potency (effective class level returned to normal).
Lightning Rod (Su): By controlling electricity around her, the Electric Mage can redirect any electricity effect to be re-targeted to hit her and only her. This is a free action that may be taken whenever any part of an electric effect is within close range.
Burning Lightning (Su): By adjusting the properties of the electricity she uses, the Electric Mage can deal both fire and electricity damage whenever she would normally deal just electricity damage. This form of electricity sets combustibles on fire, and cannot be used in conjunction with Nonlethal Lightning.
Lightning Saturation (Su): Instead of controlling electricity to move as a projectile, the Electric Mage can saturate an area with electricity. The Mage can create a line up to medium range, a cone with close range, or a self-centered burst with up to close range. All creatures in the area take 1d6 electricity damage per class level, reflex save to take half damage.
Deafening Lightning (Su): Through adjusting his electricity, the Electricity Mage can cause his electrical effects to be rather loud. This creates a loud thunder-ish sound with each effect, and deafens for one round anyone hit directly with an electrical effect.
Blinding Flash (Su): By using his body as a capacitor, and Electric Mage is capable of creating a very strong, very short arc of electricity between her hands potentially blinded\blind people. The Electric Mage can produce this in a close cone or close burst, depending on whether she keeps her hand in front of her, or above her head. All seeing creatures within the effect can make a Reflex save to negate. On a failed Reflex save, each affected creature can make a fortitude save - a failed fortitude save results in 1d4 rounds of blinding, while a success results in 1d4 rounds of being dazzled. Since the movements to set up the burst are relatively specific, as creatures become increasingly familiar with the action they can prepare for the flash: Each time a creature is exposed to this effect, they gain a cumulative +2 insight bonus to subsequent reflex saves against this ability. This is a full-round action, and provokes attacks of opportunity.
Electromagnetic Sense (Su): As the Electric Mage continues to become increasingly familiar with Electricity, the Mage can learn to sense electrical interactions all around him. As a standard action, the Mage can make a Wisdom check to sense the general location of any magical activity or electrical activity within 5' per class level. As a full-round action, he can sense the general location and size of any living creatures within 5' per class level. This ignores cover and total cover, but generally does not provide identifying information beyond location and size.
Magnetize (Su): Instead of creating magnetic fields with electricity, the Electric Mage can learn to induce magnetism in certain objects, including ferrous metals. As a ranged touch attack, the Electric Mage can magnetize a metal object. This creates 25 pounds of force per class level of attraction between the object and other metal objects within 5 feet, half of that for objects 10 feet away, a quarter of that for objects 15 feets away, and so forth. This effect lasts one round.
Improved Lightning Shock (Su): As the Mage improves his production and control of Electricity, he can learn to send his basic attacks further. The range on his Lightning Shock ability is now long.
Disruptive Energy (Su): The Electric Mage can learn to electrically charge casters in such a way as to cause a backlash the next time they use a supernatural ability. The Electric Mage can make a long range touch attack to set up a charge on a target. The DM rolls a hidden 1d4 to see how long the effect lasts. The next time within the 1d4 rounds the target uses a spell, spell-like, or supernatural ability, he or she takes 1d6 damage per class level, Will save halves. This damage occurs during the process of spell-casting. Alternatively, the target can take a standard action to ground himself: This requires a will save - on a success, the effect ends, on a failure, the target triggers the damage effect as if he or she had cast a spell, or used a spell-like or supernatural ability.
Electrical Transmission (Su): Of of the more impressive abilities of the Electric Mage is the ability of master Mages to briefly turn into an electrical pattern, and transmit themselves as electricity. As a standard action, the Electric Mage can turn into electricity, move in a straight line of medium range, and then reconstitute themselves. This requires line of sight and line of effect. Range can be extended through usage of Conducting Materials, though Line of Sight is still necessary.
Brainfry (Su): Lightning can wreak havoc on the nervous system, and as the abilities of the Electric Mage increase, he can manipulate the nervous system. If the Electric Mage can electrocute a target multiple times within a round, he can cause the nervous system to fluctuate. If a target is affected by the Mage's electricity twice in a round, the target must make a fortitude save or become confused for one round. If a target is affected by the Mage's electricity three times, the target must make a fortitude save or become stunned for one round.
Improved Conducting Materials (Su): As the Electric Mage learns to better control her abilities, she can use Conducting Materials to extend the range of her (Improved) Electromagnetic Sense. As with spells, the conducting materials reduces distance, so if the Mage has a range of 140 feet with his Electromagnetic Sense, and it is 30 feet to the material in question, then the mage has a Sense of 110 feet from any part of the conducting material. With this sensitivity, the Electric Mage can also identify a spot next to a conducting material that they can safely use Electrical Transmission to reconstitute themselves at - this only needs the usage of Electromagnetic Sense on the conducting material, and Line of Sight and Line of Effect to the conducting material in question, not the end position of the transmission.
Stop the Heart (Su): By sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to seize up, stopping the heart. This requires hands to be placed on either side of the heart, so a direct, uncontrolled current can pass through the completed circuit. The Electric Mage makes two melee touch attacks - if both hit, the target takes 1d6 damage and must make a fortitude save or die. This only works on creatures with a single heart, and provokes an attack of opportunity.
Start Heart (Su): By carefully sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to activate, restarting the heart, and bringing a dead creature back to life. As a full-round action, the Electric Mage can place his hands on either side of a creature's heart, and make a DC 20 heal check. On a success, the creature takes 1d6 damage, and is no longer dead. On a failure, the Electric Mage simply deals 1d6 damage to the creature. Note that this does not actually heal a creature - creatures with more than 10 negative hit-points will simply die again on their initiative - other forms of healing must be utilized either before or after the creature's heart is restarted. Creatures who die without taking damage (as per death effects, etc.) do not suffer this problem.
If this ability is used less than 2 minutes after death, the creature does not suffer any ill effects. If the ability is used between 2 and 4 minutes after death, the target suffers one negative level, or constitution drain. Magical preservation of the corpse can delay this limitation, as can a DC 20 heal check (from anyone) once per round.
Improved Electromagnetic Sense (Su): As the Electrical Mage continues to refine her abilities, she continues to refine her ability to sense electricity. The Electric Mage's ability to sense electricity, magic, and life now can be used to identify magic (with a spellcraft check); sense features of living things, including physical motions and personal features; and exactly describes any electricity in the area. These improved abilities require the same time and concentration as their predecessors in Electromagnetic Sense, and Electromagnetic Sense itself no longer takes actions. As with the original Electromagnetic Sense, this ignores cover and total cover. Note that while the original Electromagnetic Sense only allowed the Mage to ascertain the location of living things, Improved Electromagnetic Sense allows you to see them with electricity - instead of a 50% miss chance from total concealment from attacking creature with only this sight, you now can see them well enough to attack normally.
Overload (Su): By channeling energy in and around his body, and adding more and more energy until the Electric Mage can no longer control it, the Electric Mage can unleash a devastating burst of electricity. This ability takes a full 1 round to charge up, and can be interrupted by attacks (concentration checks necessary). Upon completion of the charge, the Electric Mage releases the built-up energy, dealing 1d6 damage per level to everything within a long range, plus 1d6 per level to everything within a medium, plus 1d6 per level to everything with a close range. The strain of unleashing that much electricity through the Electric Mage's body also takes its toll, dealing non-lethal damage to the Mage equal to her current hitpoints, leaving her staggered.
Electrical Magic Disruption (Su): As the Electric Mage explores the way his control of electrical energy intersects with magical energy, he can learn to disrupt spells cast upon him: Whenever a spell with an instantaneous duration would effect the Electric Mage, the Mage can use an immediate action to try and use electricity to disrupt the spell. The caster must make a caster level check against 10 + your class level + your chosen ability modifier.
Electrical Enchantment Disruption (Su): Similar to disrupting cast magic with electricity, a skilled Electric Mage can learn to disrupt enchantments with his electricity. As a full round action, the Electrical Mage can use electricity to replicate the targeted dispel effect of Dispel Magic, save that he uses his caster level as his caster level, and that he deals 1d6 electrical damage per class level on the target. A living target, whether it is a living spell or an enchanted creature, can make a reflex save to avoid the dispel effect, and half the damage.
Electrical Transmutation (Su): Eventually, the Electric Mage comes to a full understanding of what he is. At level 20, the Electric Mage can transmute himself into a being composed of pure electrical energy. As a free action, the Electric Mage gains the creature type elemental, gains a fly speed equal to his land speed (perfect maneuverability), and is incorporeal. Unlike most incorporeal creatures, the Mage remains a crackling being of electrical energy when incorporeal, and thus smells like ozone, buzzes and crackles as loud as people talking, and deals 1d6 damage per class level to any object he touches or passes through. Additionally, his Improved Electromagnetic Sense is now a continuous ability. The Electric Mage can end this ability as a free action, and it involuntarily ends on unconsciousness or death.
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I think of this as INSANELY STRONG. For the cost of 1 Con point, a level 12 Electric Mage could take out a little more than half of a Purple Worm's (CR 12) average Hit Points as an RTA (no Reflex saving throw) and a level 17 Electric Mage could take 2 rounds (so she'll need a little tanking help) to deal 51d6 (average: 178) + ability mod damage to anything in close range, and can make the damage nonlethal or half fire if he or she desires. That takes out 1 or 2 of the CR 17 monsters in one shot, and gets the rest in 2 (tough her damage will be 48d6... not that it matters much). Oh, and that 51d6 doesn't factor in Overcharge, which would give her 102d6 (average: 357) + ability mod damage, which I'm pretty sure kills everything except the White Dragon and maybe one other...
Is it just me, or is that a bit much? I was thinking about taking down the power of her abilities and making the cost of Overcharge 2-4 Con points instead of 1.
EDITING PROCESS: I've stopped at "Charge Object" so far...