Electrokinesis: An electrokinetic gains the Destruction sphere, the Telekinesis Sphere, and the Electric Blast Destruction talent as bonus magic talents, but also gains the Energy Focus (electric blast) and Limited Telekinesis (metal objects) drawbacks without gaining bonus talents from them.

If the electrokinetic already possesses the Destruction sphere or the Telekinesis sphere, she does not gain those spheres but also does not gain their connected drawbacks. If she already possesses the Electric Blast talent, she gains one free magic talent of her choice. She uses her class level as her caster level when using a destructive blast to deal electricity damage and when using telekinesis on metal objects.

This ability replaces Weave Energy.

Electrokinetic Stunts: An electrokinetic can select electrokinetic stunts for which she qualifies in place of elementalist bonus feats. All stunts are supernatural abilities. Unless otherwise specified an electrokinetic may only select any given electrokinetic stunt once.

Bioelectric Manipulation (Su): You may treat living creatures as metal objects for the purposes of your telekinesis and electrokinetic stunts.

Electric Charge (Sp): When you use your telekinesis to attack a target with a metal bludgeon, you may spend a swift action to affect that target as if they had also been struck by your destructive blast, including any (blast type) talents, additional talents and spell points that you apply to it. This destructive blast must deal electricity damage, and cannot have a (blast shape) talent applied to it.

Electroreception (Su): You can sense electricity around you, including bioelectricity. You gain blindsense 60ft, except you can only sense sources of electricity and living creatures, and do not require line of effect to sense these things with your blindsense.

Electrotherapy (Su): By modulating the electricity always coursing through you, you can heal yourself faster. Your natural healing rate for hit points and ability score damage doubles, and you also double any healing from the Treat Deadly Wounds and Long-Term Care uses of the Heal skill. In addition, after a night of rest you may remove a single point of ability drain from one ability score, or two points after a day of complete bedrest.

Lastly, whenever you would take ability damage or ability drain, reduce the damage by 1, to a minimum of 1.

Horizon (Su): You learn to stretch the limits of your electrokinetic power, reaching further with it. When you use a destructive blast that deals electricity damage (or sonic damage if you possess the Thunderclap feature) or you use telekinesis on a metal object, increase the range of the effect by one step (Close to Medium, Medium to Long). This stunt cannot extend the range of these effects beyond Long range. This may be taken multiple times.

Lightning Circuit (Su): Once per round when you would resist electricity damage with Elemental Defense you may redirect the electric charge as a ray, firing it back at its source as a ranged touch attack with a range equal to your destructive blast range. If the ray hits it deals damage equal to the damage resisted by Elemental Defense.

Particle Blade (Sp): As a swift action you can form a sharp, flexible weapon out of dust, sand and grit, drawing out metallic particles and accumulating others with static. This particle blade is either a light melee weapon or two handed melee weapon, chosen when you form it. It deals slashing damage equal to 1d6 per odd electrokinetic level.

The particle blade immediately dissipates if removed from your hand.

Wall Bind (Sp): As a standard action, you can pass a looping electric current through an object or creature that binds it to a surface. This effect has the same range as your telekinesis and suffers the same size restriction, and the target must be touching a wall or floor. The target must make a Reflex save (DC 10 + 1/2 electrokinetic level + casting ability modifier) or become entangled and anchored in place for a number of rounds equal to your casting ability modifier (minimum of one). An entangled creature can attempt to move by making a Strength or Escape Artist check equal to the Reflex DC at the beginning of their turn. On a success they can move for that turn, but remain entangled so long as they remain in contact with a wall or floor.

Favored Element (Su): An electrokinetic must select electricity as her favored element at 3rd level. At 9th and 15th level her bonus damage increases as normal, but she does not get to select additional elements.

This ability alters favored element.

Elemental Defense (Su): At 5th level, the electrokinetic gains resistance 10 to electricity and sonic. At 11th level, this resistance increases to 15. At 17th level, this resistance increases to 20. When you gain Elemental Body at level 20, this resistance increases to 25.

This ability alters elemental defense.

Thunderbolt Wings (Su): At 7th level, an electrokinetic gains a 20 ft fly speed with average maneuverability. At levels 13 and 19, the electrokinetic’s fly speed increases by 20 ft and her maneuverability improves by one step.

This ability replaces elemental movement.

Thunderclap: At 9th level electrokinetic gains Thunder Blast as a bonus magic talent if she does not already possess it, and may use her class level as her caster level when making destructive blasts that deal sonic damage. If she already possesses the Thunder Blast talent, she may select any other talent from the Destruction sphere instead.

An electrokinetic with the Energy Focus (electric blast) drawback may make destructive blasts that deal either electricity or sonic damage.

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