SpoilerThis isn’t my first attempt at homebrew, but most things never felt complete, or were just too weak, or I was too lazy to actually finish them. This one however, I felt that it should be solid enough to actually share with others. There might still be some grammar errors in this, English isn’t my native language :smallbiggrin:. Anyway I hope you like it.
Change log
SpoilerJuly 31: Increased Bolt Damage at higher levels, increases now once every 2 levels rather than 3. Moved Evasion to level 4 to remove 'dead level', still one 'dead level' left.
August 11: HUGE UPDATE; New System implemented called Conduit Powers; removed Life’s Energy, partially integrated into new Conduit Powers system. Karma Overload will also be implemented in the new system, but higher level powers have not been finalized.
Conduit Powers up to 3rd level added.
Added fast healing component to Electric Metabolism.
Some Bolt augmentations are/will be removed and integrated into the new Conduit powers system.
Oh, and most importantly, changed the artwork.
August 13: Added the Level 4-6 Conduit Powers. Should be fairly playable now, I hope
December 27: Removed the limitation that higher level powers must be taken from paths in which you have already taken powers. Clarified a few other things.
January 1, Happy New year!: Added Level 7-9 Conduit Powers + descriptions. Removed Karma Overload ability (was already removed in the Table and not the text, my bad), removed Master Conduit, still working on a replacement ability. changed Jolt Points section
April 16 2014Fixed Tables
The Conduit
People are born with natural talents, or receive special powers from a higher deity in exchange for their eternal dedication, never questioning their authority. Conduits however, aren’t just born. They are awakened. By an immense exposure of naturally occurring or raw magical energy, these brave ones are awakened, questioning if these higher beings are really worth devoting your life to.
Spoilerhttp://cghub.com/files/Image/029001-...8_realsize.jpg
Image source unknown. If you know the source, please tell me so I don’t look like a jacka$$.
“Right or wrong, it's my life, and I choose how to use it” Cole MacGrath, a Conduit
MAKING A CONDUIT
Abilities: Wisdom and Dexterity will be your most important ability score, as it determines the save DC of your powers and increases your AC. Strength is important if you want to be a frontline fighter. Constitution to increase hit points and Intelligence for Skill points
Races: Mostly humans and human offspring, especially half-orcs and half-elves develop Conduit powers, but other races have been found as well.
Alignment: Conduits can be of any alignment. They tend to weigh heavily on the Chaotic side with Lawful being quite rare.
Role: The role of a Conduit can differ among each individual. Some prefer to stay behind their party bombarding their enemies with Powers and Bolts. Few actually go to the frontline and become warriors, dealing damage at close range with their charged weapons while using ranged powers for backup.
Starting Gold: As rogue
Starting Age: As rogue
Hit Dice: d8
Class Skills
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Architecture) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st Level: (6+Int Modifier)x4
Skill Points at Each Additional Level: 6+Int Modifier
Level BABFort Save Ref Save Will Save Special Augmentations Jolt Points 1st +0 +2 +2 +0Electric Bolt (1d6), Electric Metabolism, Bolt augmentation (least), Conduit Powers (Spark), Jolt Points 1(1) 22nd +1 +3 +3 +0AC Bonus 2(1) 43rd +2 +3 +3 +1Electric Bolt (2d6) 2(1) 64th +3 +4 +4 +1Evasion, Jolt Augmentation 3(1) 85th +3 +4 +4 +1Electric Bolt (3d6), Power Surge +10 ft/+2 3(1) 106th +4 +5 +5 +2Static Thrusters, Bolt Augmentations (lesser) 4(1) 137th +5 +5 +5 +2Electric Bolt (4d6), Conduit Powers(Elemental) 4(1) 168th +6/+1 +6 +6 +2- 5(2) 199th +6/+1 +6 +6 +3Electric Bolt (5d6), Electric Pulse 5(2) 2210th +7/+2 +7 +7 +3Power Surge +20 ft/+4 6(2) 2511th +8/+3 +7 +7 +3Electric Bolt (6d6), Bolt Augmentation (Greater) 7(2) 2912th +9/+4 +8 +8 +4Improved Evasion 7(2) 3313th +9/+4 +8 +8 +8Electric Bolt (7d6), Conduit Powers (Storm) 8(2) 3714th +10/+5 +9 +9 +4Improved Thrusters 8(2) 4115th +11/+6/+1 +9 +9 +5Electric Bolt (8d6), Power Surge +30 ft/+6 9(2) 4516th +12/+7/+2 +10 +10 +5Bolt Augmentation (Supreme) 9(3) 5017th +12/+7/+2 +10 +10 +5Electric Bolt (9d6), 10(3) 5518th +13/+8/+3 +11 +11 +6- 10(3) 6019th +14/+9/+4 +11 +11 +6Electric Bolt (10d6) 11(3) 6520th +15/+10/+5 +12 +12 +6Power Surge +40 ft/+8 12(3) 70
Weapon and Armor proficiencies: Conduits are proficient with all simple weapons and one martial weapon of choice. They are proficient with light armor and not with shields.
Electric Bolt (Su): Starting at first level you can generate a bolt of electricity that you can shoot at your opponents as a standard action. This bolt comes from an internal supply of electricity. This attack acts like a ray attack with a 60 ft range. It is a ranged Touch attack that affects a single target. At first level it deals 1d6 +Wisdom Modifier points of electricity damage. At level 3 the damage increases to 2d6 and every 2 levels afterwards the damage increases by 1d6, up to a maximum of 10d6 at level 19. An Electric bolt is equivalent to a spell of one third the Conduits class level (rounded down, minimum 1). Unlike other supernatural abilities, Electric Bolt is subject to spell resistance. This ability does not provoke attacks of opportunity. If you can make iterative attacks during a full round action, for example if your base attack bonus is high enough or because of the effects of a haste spell, you can substitute these attacks for an equivalent number of Electric Bolts. Enemies cannot be more than 30 ft apart from each other when attacking multiple creatures.
Bolt Augmentations (Su): At 1st level, you obtain one Bolt Augmentations which you can apply to your Electric Bolt. This changes the properties of the Bolt as described in the Bolt Augmentation description. As you level you gain more Bolt Augmentations as described in the table above. Augmentations exist in 4 levels Least, Lesser, Greater and Supreme. At 1st level you have access to only Least Augmentations, at 5th level you gain access to Lesser Augmentation, at 10th level you gain access to Greater Augmentations and at 15th level you gain access to Supreme Augmentations. Applying Bolt Augmentations is a move action unless noted. You can apply any Augmentation only once. The maximum amount of augmentation you can apply at one time is 1 at level 1, 2 from level 8 and 3 at level 16. Only one Augmentation of each level (Least, Lesser, Greater, Supreme) can be added. Applying multiple Bolt augmentations is always a move action, even when all Bolt Augmentations take less time. You may choose any Bolt Augmentation for which you meet the requirements. If a Bolt augmentation that allows a saving throw the DC is 10 + 1/2 Conduit level + Wisdom Modifier.
Conduit Powers and Paths: Conduits have a small arsenal of special powers that go beyond a simple shot of electricity. You start at 1st level with one Spark Power. At each level you learn one additional power. At 7th level you may choose Elemental Powers and at 13th level you may choose Storm powers. Each Power cost an amount of Jolt points indicated with the Power. You may learn higher level Conduit Powers within the same category (Spark, Elemental, Storm) if you have at least 2 powers of the previous level (so learning a 2nd level Power requires you to have learned at least two 1st level Powers). This limitation is ignored when taking powers from the next category. (You may take a 4th level Power, even if you only have 1 3rd Level power because 4th level Powers belong to the Elemental category and 3rd level Powers belong to the Spark category.)
All Powers within each category are divided in groups called Conduit Paths. When all powers in a path are taken, it counts as a completed path. Completing a path grants additional benefits, described in the paths description.
Conduit Powers are treated as spell-like abilities, so spell resistance applies unless otherwise noted. Casting times are therefore always a standard action, unless otherwise noted.
Jolt Points (Su): You gain Jolt points which function similar to Psionics power points, in a way that they are used to fuel your Conduit Powers. You receive a pool of Jolt Points as indicated in the table above, plus an amount equal to your Wisdom modifier. These Jolt Pints are refreshed to maximum after a full nights rest. You recover an amount equal to your Conduit level plus your Wisdom modifier, divided by 2 of Jolt Points each hour (minimum 1).
In addition to regainig Jolt Points over time, you can also siphon the energy of magic items to regain Jolt Points. The amount of Jolt Point regained depends on the type of magic item and it effects are also different from item to item. Consult the table below to see how many Jolt point you recover when using a specific magic item, and what the effects are on the magic item. If the type of magic items is not mentioned, it cannot be used under normal circumstances.
Type of Magic Item Amount of Jolt Points regained Effect on the Item Rings ½ caster level Effects are suppressed for 1 minute/caster level Scrolls Equal to Spell level Scroll is considered used Wands and Staffs Spell level per charge Charges are considered spent Wondrous items with persistent effects ½ caster level Effects are suppressed for 1 minute/caster level Wondrous Items with charges ½ caster level Charges are considered used
If an item contains multiple of the following types of effects (such as a Belt of Battle, which contains charges and a persistent effect), it counts as a wondrous item with a persistant effect for the purpose of the amounts of Jolt points obtained and the magic item is suppressed, including the charges, which cannot be used while the items is suppressed.
Electric Metabolism (Su): You have a natural resistance to electricity as it runs in your veins. You gain Electricity resistance equal to your class level. At level 14, this ability grants you complete immunity to electricity. In addition, this ability grants you Fast healing equal to ¼ you Conduit levels if you have at least one Jolt point remaining. The free fowing electricity however also has a downside. Getting submerged in water causes your body to short circuit. You receive 1d6 points of lethal damage each round that cannot be reduced by damage reduction or resistances when you are more than half submerged in water. When completely submerged you receive 3d6 damage each round until you get out of the water. This does not prohibit you from washing yourself. While standing in water, all creatures within 10 ft of you are dealt 1d6 point of electricity damage. This damage come from outside the creature and thus can be reduced by resistance. Should you be reduced to 0 or less hit points your body stops producing electricity and will stop dealing damage to yourself and creatures around you. You are automatically stabilized. This ability can never reduce your hit points to -10 or lower, leaving you at -9. You can still drown if you are completely submerged
AC Bonus: When wearing light or no armor and unencumbered, the Conduit adds her Wisdom bonus (if any) to her AC. This bonus applies even to Touch attacks or when the Conduit is flat-footed. He loses this bonus if he is immobilized or helpless, wears medium or heavy armor, carries a shield or carries a medium or heavy load. This ability does not stack with that of the Monk or Swordsage or any other similar abilities.
Evasion: You gain the Evasion ability as a Rogue.
Jolt Augmentations: Starting at level 4, you may expend Jolt points to add an additional Augmentation that you know to your Electric Bolt. You can use this ability a number of time per day equal to half you character level + your Wisdom modifier (minimum 1) and last until the end of your turn. The amount of Jolt points expended in this way is equal to twice the level of the Augmentation (2 for a least, 4 for a lesser, 6 for a greater, and 8 for a supreme Augmentation). This ability is a free action.
Power Surge (Ex): Starting at level 5, your body has adapted to the electricity in a way that improves your overall performance. Your base land speed increases by 10 ft. This is an actual increase to your base land speed and no enhancement bonus. In addition you get a +2 bonus to Strength and Dexterity ability checks, Initiative checks and to Climb, Jump and Tumble checks. These bonuses increase by 10 ft and 2 respectively every 5 levels, up to a maximum of +40ft and +8
Static Thrusters (Su): Starting from level 6, you are treated as having a continues Feather fall effect. You can deactivate and reactivate this ability as a free action, even when it is not your turn. You also gain a fly speed equal to base land speed with average maneuverability, however you must land before the end of the turn or start falling. You can only fly for an amount of rounds per day as you Constitution score. You can propel yourself from any surface on which you have stable footing, or have succeeded a skill check to stand or hang on it (such as a slippery slope with a successful Balance check, or hanging from a rock wall with a successful Climb check)
Electric Pulse(Su): You gain the Mindsight feat (LoM pg.126) as a bonus feat, even if you do not meet the prerequisites but with the following changes. The maximum range is 5ft per Conduit level (max 100ft at level 20) unless you have telepathy, at which the range changes to your telepathy range or the standard range, whichever is higher. This does not allow you to telepathically communicate with creatures outside of your telepathy range, though you can still sense them.
Improved Evasion: You gain the Improved Evasion ability as a Rogue.
Improved Thrusters (Su): Your fly speed from Static Thrusters increases to twice your base land speed and the maneuverability increases to good. You can now also fly indefinitely, and thus you don’t need to land.