Shade
Monster Junkie
The Metal Master in Lost Empires of Faerûn has some magnetism-based powers, if we decided to include any:
Detect Metal (Ex): A metalmaster automatically sense the presence of any metal (minimum 1 pound) within 60 feet. The exact location is not revealed, but the metalmaster can take a move action to note the direction in which the metal lies. When it comes within 5 feet of metal, the creature knows its location.
Magnetism (Su): A metalmaster can create magical fields of magnetic energy. Once per round as a free action, it can create one of the following effects (caster level 12th). The save DCs for these abilities are Charisma-based, and its magnetism has an effective Strength score of 25.
A metalmaster's magnetism affects only metallic creatures, creatures wearing metal armor, or creatures carrying metal weapons or shields. Creatures carrying metal objects can simply drop them to avoid the effect. The metalmaster's magnetism affects the dropped objects just as it would any other unattended items.
Each of these abilities functions continuously until the metalmaster's next turn unless otherwise noted. Any creature that enters the area of the magnetism is subject to its effects.
Attraction (Su): All metallic creatures and objects within 60 feet of the metalmaster are entangled and dragged closer to it. This ability functions like a bull rush (check modifier +11), except that it does not provoke attacks of opportunity, and targets that lose the opposed check move towards the metalmaster instead of away from it. The metalmaster does not move if it loses the opposed Strength check.
Metal Storm (Su): A metalmaster can turn the shards of metal clinging to its body into a whirling storm of razors. This effect reduces its natural armor bonus by 4, but each other creature within 20 feet takes 4d6 points of slashing damage (Reflex DC 20 half). This effect lasts for 12 rounds.
Repelling Aura (Su): All metallic creatures and objects within 60 feet of the metalmaster are pushed backward. This ability functions like attraction (see above), except that the affected creatures are not entangled, and they move away from the metalmaster rather than toward it. While using this ability, the metalmaster gains a +8 deflection bonus to AC against attacks by weapons that have metal components.
Detect Metal (Ex): A metalmaster automatically sense the presence of any metal (minimum 1 pound) within 60 feet. The exact location is not revealed, but the metalmaster can take a move action to note the direction in which the metal lies. When it comes within 5 feet of metal, the creature knows its location.
Magnetism (Su): A metalmaster can create magical fields of magnetic energy. Once per round as a free action, it can create one of the following effects (caster level 12th). The save DCs for these abilities are Charisma-based, and its magnetism has an effective Strength score of 25.
A metalmaster's magnetism affects only metallic creatures, creatures wearing metal armor, or creatures carrying metal weapons or shields. Creatures carrying metal objects can simply drop them to avoid the effect. The metalmaster's magnetism affects the dropped objects just as it would any other unattended items.
Each of these abilities functions continuously until the metalmaster's next turn unless otherwise noted. Any creature that enters the area of the magnetism is subject to its effects.
Attraction (Su): All metallic creatures and objects within 60 feet of the metalmaster are entangled and dragged closer to it. This ability functions like a bull rush (check modifier +11), except that it does not provoke attacks of opportunity, and targets that lose the opposed check move towards the metalmaster instead of away from it. The metalmaster does not move if it loses the opposed Strength check.
Metal Storm (Su): A metalmaster can turn the shards of metal clinging to its body into a whirling storm of razors. This effect reduces its natural armor bonus by 4, but each other creature within 20 feet takes 4d6 points of slashing damage (Reflex DC 20 half). This effect lasts for 12 rounds.
Repelling Aura (Su): All metallic creatures and objects within 60 feet of the metalmaster are pushed backward. This ability functions like attraction (see above), except that the affected creatures are not entangled, and they move away from the metalmaster rather than toward it. While using this ability, the metalmaster gains a +8 deflection bonus to AC against attacks by weapons that have metal components.