Electroforge items are a completely new kind of technology utilizing the power of the heavens itself to power many wonderful items, however at this early stage it is impossible to effectively mass produce electrospark items and each must be hand crafted by a skilled craftsman.
Electroforge items connect using sockets, each item has a listed number of input and output sockets. For example: an electrospark generator has 1 output socket and no inputs whereas an electrostorage has 3 inputs and i output. Thus you can connect 3 generators to one storage.
For example:
Generator_>__
\
Generator_>____Storage_>___Stormcannon
/
Generator_>__
This generates 3 power a round and stores a maximum of 10 allowing the stormcannon to fire for 3d6 damage each round 6d6 damage every 2 rounds, 9d6 damage every 3 rounds or 10d6 damage after that
Generator_>____Storage_>__
\
Generator_>____Storage_____(Charge Modulator)_Stormcannon
/
Generator_>____Storage_>__
This configuration allows the same energy storage for the first 3 rounds as the one above however it continues to store energy until 30 points of energy is stored which could be unleashed as 3 10d6 shots over 3 rounds or 1 30d6 shot in one round, however firing more than 10d6 in one shot permanently damages the stormcannon and thus its not possible to fire a 20d6 shot followed by a 10d6 shot.
Electrospark generator (DC 30 craft Engineering) 4000gp
Spins powerful magnets causing massive electrical buildup. up to three may be carried any more cause too much ionization of the person holding them and vastly increase the chance of lightning strikes. An electrospark generator creates 1 point of charge per round but does not store them. Has one output socket.
Electrostorm generator(DC 40 craft Engineering) 12000gp
A large and exceptional powerful array of 4 electrospark generators that feed into a central chamber, a thick diamondlike glass cover allows views into the chamber itself showing the raging storm inside. An electrostorm generator creates 15 points of charge a round however it is so cumbersome that it would need to be mounted on a cart for a medium creature to make use of it. Electrostorm generators make up the core of an electroforge golem. 1 output slot
Electron runners(DC 15 craft Engineering) 100gp
Electron runners are metal cables and other conductors that run through the center of a weapon to the blade and connect it to an electrospark generator. When a melee weapon with this attachment is connected to an energy source it delivers 1d6 non magical electrical damage per stored point of energy when you strike your opponent on the first successful attack each round. There is no option to use less than the complete charge of a connected electrostorage in your attack. Discharging more than one point of energy in an attack is dangerous and thus there is a 5% chance per point of energy used for a backfire to occur wherein you take the electrical damage rather than your opponent. Has one input slot.
Electrostorage (DC 30 craft Engineering) 1000gp
When a electrospark generator is attached to the electrostorage device its electrical buildup can be stored, up to 10 charges may be stored per electrostorage but these devices are inefficient and 1 charge is lost per minute unless it is connected to a generator. Elecrtostorage devices can be connected to one another thus increasing the maximum capacitance and rate of energy loss. Has 3 input sockets and one output socket.
Electroncutter(DC 15 craft Engineering) 100gp
An electroncutter cuts off power to a certain part of the system allowing the power to be used elsewhere, has 1 input and 1 output and uses no energy itself it is a free action to turn an electrocutter on or off. Stormcannons and Tempestcannons have these built in however as they are heavily reinforced they require a standard action to use.
Stormcannon(DC 20 craft Engineering) 2000gp
A stormcannon is a device that utilities massive amounts of electrical energy to create a beam of highly charged particles, what this does is cause lightning to shoot either from the sky or the floor to any point along the beam, deals 1d6 non magical electrical damage in a 30' line. Additional energy can be used from attached capacitors to deal more damage and increase range, for every 1 point of energy channeled into the stormcannon past the first it deals an additional 1d6 damage and the range increases by an additional 10ft however like the electron runners you have no option of using less than the full charge each shot. Thus with three electrospark generators attached a stormcannon can deal a maximum of 3d6 damage per round at a range of 60', connecting 3 fully charged electrostorage packs can make it deal its maximum of 30d6 damage at a range of 330' however discharging more than 10 points of energy in one shot permanently damages the stormcannon making it non functional until repaired with a DC 30 craft (clockwork) check. A stormcannon is a 2 handed weapon and a reflex save of 10+ your BAB is required to take half damage from the attack. A stormcannon can only be fired once per round as it must cool down after each shot. Has 3 input slots.
Tempestcannon(DC 30 craft Engineering) 4000gp
A tempestcannon is a more powerful version of the stormcannon, it has a reenforced construction that allows it to fire higher power energy blasts without damaging itself, however it is not as efficent and requires 2 points of charge to use and an additional 2 points per d6 damage to be added. A tempestcannon can fire multiple shots each round (limited by he user) or it may fire a single shot using all of its power, either way a tempestcannon cannot use more than 30 points of charge in a round without damaging itself ireperably. A tempest cannon is a 2 handed weapon for a large creature, they are often used as siege weapons or mounted on electroforge golems. Has 5 input slots
Electrofield Generator(DC 20 craft Engineering) 2000gp
An electrofield Generator is similar to an electrospark generator but works in nearly the opposite way, it converts incoming current into a powerful electronic field that is capable of deflecting incoming attacks. An electrofield generator grants a deflection bonus to AC equal to its charge this round, it has no regulating mechanism and uses all charge in connected storage in one round but using charge modulators and electrostorage packs it is possible to store energy for a quick boost to AC for a round.
Charge Modulator(DC 15 craft Engineering) 100gp
A charge modulator is a device for restricting the ammount of energy that enters a stormcannon or electron runner attachment, with one of these attached the ammount of energy used in each attack can be dictated allowing for safer operation of hgh powered devices. This is not without a cost though as charge modulators are highly inefficient lose energy rapidly. Each time a charge modulator is used to restrict the maximum energy passing though it 1 point of energy is lost from that stored in the electrostorage banks.
Sparkdirector(DC 15 craft Engineering) 100gp
A spark director allows several pieces of equipment to be powered by the same source, each of its 4 output slots carries 1/4 of the total power that goes into it. the spark director always outputs the total energy that enters it, if some of its slots are restricted with charge modulators the remaining power is devided between the unrestricted slots. If all slots are restricted a sparkdirector will overload and become useless, completely shorting the circut and disabling any attached devices.
Shockattack(DC 25 craft Engineering) 2500gp
Using rapidly vibrating plates these devices generate intense sonic waves capable of shattering stone and crushing bones. Deals 1d6 sonic damage per 2 points of engergy used to everything within a 10' burst centered on yourself. Each point of energy added after the first increases the range by 5'. No more than 10 points of energy may be channeled through this item per round without perminently damaging the internal workings. Has 3 inputs
Blinding Goggles(DC 25 craft Engineering) 2500gp
Generating a flash of pure white light this item causes perminant damage to the retina of your opponents. This is a Gaze attack that causes perminant blindness, however it has some differences:
the user is not immune to their own blinding flash provided they can see their own eyes (in a mirror possibly)
creatures looking at you in a mirror are still affected.
this is a light effect and dispels darkness effects and spells of the 3rd level or lower.
This is a none magical effect
generating such a powerful burst of light requires a lot of built up energy, the blinding flash requires at least 10 energy to fire though more may be spent. The save to resist the effect is DC 10 + 1 fort save for each extra point of energy used in the attack. Blinding goggles have 5 inputs
Electrolode(DC 20 craft Engineering) 200gp
An electrolode is a powerful electromagnet, metal objects are attracted to it and a pair of them can make a metal object float in between. A pair of electrolodes require 1 point of energy a round between them. they have 1 input between them.