Magneticist
You have an innate connection with the latent magnetic forces of the universe, feeling them swirl around you and around every item, person, and thing. Your control of these forces makes you an adept warrior in combat, especially against foes with metal, armor, or computerized equipment as part of their being.
Wisdom allows you to better manipulate and control the latent magnetic fields in the world or space around you, so Wisdom is your key ability score. Strength and Dexterity can boost your combat effectiveness.
The Magneticist's class skills are Computers (Int), Culture (Int), Engineering (Int), Intimidate (Cha), Life Science (Wis), Mysticism (Wis), Perception (Wis), Physical Science (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Survival (Wis).
Armor: Light armor and heavy armor
Weapons: Basic melee weapons, small arms, longarms, and sniper weapons
You feel drawn extremely strongly toward one polarity of magnetism or another which grants you your abilities. The nature of your connection to this polarity varies by a large amount and can be felt differently even amongst magneticists of the same polarity. You must pick a polarity upon taking your first level of magneticist - once made, this choice can't be changed.
In addition, you gain a pool of magnetism points equal to your character level. This is used to fuel several abilities of your class.
Over the course of 1 hour, you can expend any number of magnetism points to grant a suit of heavy or powered armor a bonus to its KAC equal to half the points spent (minimum 1) for 24 hours. You can spend no more than half your magneticist level in points to increase the AC of armor in this way. You can only have one suit of armor under the effects of magnetic defenses at a time.
Once per turn, when you make an attack with a longarm or sniper weapon with the analog property, you may expend a magnetism point to grant either a bonus to the attack or damage roll. The weapon gains a bonus to the attack roll equal to the number of points expended expended, or add a number of d3's to the damage roll equal to the number of the points expended expended. This bonus to damage increases by a die size at 5th level and every 3 levels afterward. The range increment of a weapon effected by this ability increases by 10 times your Wisdom modifier.
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
At 3rd level and every 3 levels thereafter, you learn a technique called a magnetic pole that makes you better at manipulating the forces of magnetics throughout your surroundings. Choose from the magnetic poles listed below. Some magnetic poles require you to reach a certain magneticist level to select them; this level is indicated in parentheses after the pole's name.
As a standard action while wearing heavy armor and above metal of some sort, you can magnetically push off it to grant yourself a fly speed of 15 feet with average maneuverability. This increases by 10 feet at 7th level and every 3 levels afterward. At 10th level, you gain perfect maneuverability.
You achieve the peak of your power, your body becoming one with the magnetic fields and inhabiting your armor by pure force rather than a physical form. You no longer age, nor do you die of old age. You treat all materials and creatures as being magnetic for the sake of your magnetic spells or magneticist class abilities. Once per day as a move action you can magnetize all air around you, causing any creature of your choice within 100 feet to be flat-footed and off-target and cannot take move actions. Weapons of your choice in the range take a penalty to their attack rolls equal to your Constitution modifier, or twice your Constitution modifier if the weapon has the analog property for 1 minute. During this time, your fly speed from magnectic lift increases by 30 feet and you gain a bonus to attack rolls with longarms and sniper weapons with the analog property equal to your Constitution modifier.
Hit Points: 6
Stamina Points: 6
Key Ability Score - Wisdom
Wisdom allows you to better manipulate and control the latent magnetic fields in the world or space around you, so Wisdom is your key ability score. Strength and Dexterity can boost your combat effectiveness.
Class Skills
The Magneticist's class skills are Computers (Int), Culture (Int), Engineering (Int), Intimidate (Cha), Life Science (Wis), Mysticism (Wis), Perception (Wis), Physical Science (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Survival (Wis).
Proficiencies
Armor: Light armor and heavy armor
Weapons: Basic melee weapons, small arms, longarms, and sniper weapons
Class Features
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +2 | Polarity, Polarity Technique |
2nd | +2 | +3 | +0 | +3 | Magnetic Defenses, Railgun (d3) |
3rd | +3 | +3 | +1 | +3 | Magnetic Pole, Weapon Specialization |
4th | +4 | +4 | +1 | +4 | Magnetic Lift (15 ft.) |
5th | +5 | +4 | +1 | +4 | Railgun (d4) |
6th | +6 | +5 | +2 | +5 | Polarity Technique, Magnetic Pole |
7th | +7 | +5 | +2 | +5 | Magnetic Lift (25 ft.) |
8th | +8 | +6 | +2 | +6 | Railgun (d6) |
9th | +9 | +6 | +3 | +6 | Magnetic Pole |
10th | +10 | +7 | +3 | +7 | Magnetic Lift (35 ft.) |
11th | +11 | +7 | +3 | +7 | Railgun (d8) |
12th | +12 | +8 | +4 | +8 | Polarity Technique, Magnetic Pole |
13th | +13 | +8 | +4 | +8 | Magnetic Lift (45 ft.) |
14th | +14 | +9 | +4 | +9 | Railgun (d10) |
15th | +15 | +9 | +5 | +9 | Magnetic Pole |
16th | +16 | +10 | +5 | +10 | Magnetic Lift (55 ft.) |
17th | +17 | +10 | +5 | +10 | Railgun (d12) |
18th | +18 | +11 | +6 | +11 | Polarity Technique, Magnetic Pole |
19th | +19 | +11 | +6 | +11 | Magnetic Lift (65 ft.) |
20th | +20 | +12 | +6 | +12 | Magneticist Uncarnate, Railgun (d20) |
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