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Links: Channeled Abilities List
Within each person’s body and mind is a reservoir of potential energy which most are never aware of. Recent technological advances have allowed those willing to experiment with the electric currents in their own bodies to seek out this potential energy, and release it. Using customized bracers that monitor and enhance their bioelectricity, current channelers,
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less, and the current channeler starts with a pair of standard conductive bracers.
The current channeler’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (engineering) (Int), Knowledge (technology) (Int), Perception (Wis), Profession (Wis), and Use Tech Device (Int).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+0||+2||+2||+0||Bioelectric Shock 1d6/1d4. Conductive Charge. Stamina Pool|
|2nd||+1||+3||+3||+0||Dangerous Surge 1. Specialized Channeling +1|
|3rd||+2||+3||+3||+1||Bioelectric Shock 2d6/2d4. Channeled Ability|
|4th||+3||+4||+4||+1||Bioelectric Resistance 1|
|5th||+3||+4||+4||+1||Bioelectric Shock 3d6/3d4. Channeled Ability|
|6th||+4||+5||+5||+2||Dangerous Surge 2|
|7th||+5||+5||+5||+2||Bioelectric Shock 4d6/4d4. Channeled Ability|
|8th||+6/+1||+6||+6||+2||Bioelectric Resistance 2|
|9th||+6/+1||+6||+6||+3||Advanced Ability. Bioelectric Shock 5d6/5d4|
|10th||+7/+2||+7||+7||+3||Channeled Ability. Dangerous Surge 3. Specialized Channeling +2|
|11th||+8/+3||+7||+7||+3||Bioelectric Shock 6d6/6d4. Channeled Ability|
|12th||+9/+4||+8||+8||+4||Bioelectric Resistance 3|
|13th||+9/+4||+8||+8||+4||Advanced Ability. Bioelectric Shock 7d6/7d4. Channeled Ability|
|14th||+10/+5||+9||+9||+4||Dangerous Surge 4|
|15th||+11/+6/+1||+9||+9||+5||Bioelectric Shock 8d6/8d4|
|16th||+12/+6/+2||+10||+10||+5||Bioelectric Resistance 4|
|17th||+12/+6/+2||+10||+10||+5||Advanced Ability. Bioelectric Shock 9d6/9d4|
|18th||+13/+6/+3||+11||+11||+6||Dangerous Surge 5. Specialized Channeling +3|
|19th||+14/+6/+4||+11||+11||+6||Bioelectric Shock 10d6/10d4. Channeled Ability|
Bioelectric Shock (Ex): Current channelers begin their studies after acquiring a pair of conductive bracers, which allow them a measure of control over their own bioelectricity. When not wearing conductive bracers, current channelers cannot use any of their bioelectric abilities, or any other ability requiring bioelectric stimuli. Typically, these bracers do not give any other benefit, though they can be upgraded technologically, magically enchanted, or both. At 1st level, a current channeler gains a standard pair of conductive bracers.
At first level, the current channeler can deal 1d6 points of lethal electricity damage (or 1d4 points of nonlethal electricity damage) as a melee touch attack. A current channeler can use bioelectric shock a number of times per day equal to his class level + his Constitution modifier. The damage of bioelectric shock increases by 1d6/1d4 points at every odd-numbered current channeler level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). At third level, the current channeler can instead use this ability as a ranged touch attack with a range of 5 ft. per level.
Stamina Pool (Ex): Current channelers use their own body as a conduit of energy, which is a demanding process on their physical stamina. Current channelers have half their level (minimum 1) + double their Constitution modifier stamina points. The current channeler can spend one stamina point any time he would take damage to reduce that damage by 1. If the damage source is electricity-based (but not caused by his own bioelectric abilities) the damage is reduced by 2 instead.
Conductive Charge (Ex): At first level, the current channeler can increase the number of remaining uses a battery has by imparting some of her own bioelectricty. This ability can be used as many times a day as the current channeler’s Constitution modifier, but cannot be used to fill a battery beyond its capacity. A single battery may only be charged this way once per day. If a single battery is subjected to multiple conductive charges during a 24-hour period, there is a cumulative 25% chance of the battery exploding for every time after the first. An exploding battery deals 1d4 acid damage per 10 remaining charges in a 1-foot radius and is destroyed. Batteries gain up to 1 extra charge per current channeler level.
Dangerous Surge (Ex): At second level, and every fourth level after that (6th, 10th, and so on) the current channeler can take an amount of damage to increase the damage dealt by bioelectric shock. By sacrificing up to 1d6/1d4 hit points per dangerous surge level, the damage of a single bioelectric shock is increased by 1d6+2/1d4+1 per dice sacrificed. For example, a current channeler with Dangerous Surge 3 can sacrifice up to 3d6 hit points to deal an additional 3d6+6 points of lethal electricity damage. The current channeler can use this ability any time he uses bioelectric shock. The sacrificed hit points count as electricity damage for the purpose of energy resistance, but the hit points lost this way can only ever be reduced to one-half their total.
Specialized Channeling (Ex): At second level, the current channeler selects a specialization in either manipulation or binding. Manipulators use their abilities to control technological devices in new ways and press them to their limits, while binders use their abilities to enhance their attributes and disable opponents. As long as the current channeler has at least one point of stamina, he receives a bonus based on his specialization. Hackers receive a +1 bonus on Use Tech Device checks and Binders receive a +1 bonus to all touch attacks made while using bioelectric abilities. These bonuses increase to +2 at level 10, and to +3 at level 18. The current channeler cannot change the selected specialization after the choice has been made.
Channeled Ability (Ex): At third level, and every other level thereafter, the current channeler selects an ability from either the Manipulator or Binder ability lists. The current channeler must have the appropriate specialization, level requirement, and any other listed requirements to select an ability. The current channeler selects abilities from the channeled abilities list.
Bioelectric Resistance (Ex): At fourth level, and every four levels thereafter (8th, 12th, and so on) the current channeler gains one additional point of electricity resistance. Unlike most forms of resistance, this ability stacks with any other item or effect that increases the current channeler’s electricity resistance. The electricity resistance granted by Bioelectric Resistance doubles against nonlethal electricity damage, such as that caused by activating dangerous surge or being targeted by another current channeler’s bioelectric abilities.
Advanced Ability (Ex): At ninth level, the current channeler selects a 3rd-level channeled ability. Using that ability no longer counts against her pool of abilities per day. At 13th level, she can select another channeled ability of up to 5th level, and at 17th level she can select one of up to 7th level. Using any of these abilities no longer requires expending uses per day. Only channeled abilities that are used in conjunction with bioelectric shock be selected as Advanced abilities (such as shocking edge, or lightning barrel).
Bioelectric Immunity (Ex): At level 20, the current channeler is completely immune to electricity and she always takes half damage from Dangerous Surge. She can choose to emit an electric field as a 10 foot aura that deals 3d6 electricity damage (lethal or nonlethal) every round (Reflex save DC 20 plus the current channeler’s Constitution modifier for half damage). This aura can spread out to a 20 foot aura, but it will only deal 2d6 electricity damage and the Reflex save DC decreases to 15 plus the current channeler’s Constitution modifier..