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Old 07-31-2012, 08:16 AM   Top  -  End  -  #1
RoyVG
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Default [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

I failed to keep my promis to update this class before the end of the year, but I'm happy I still did it anyway. As if right now, I believe everything should be in here, except for a level 20 ability.

Spoiler


Change log
Spoiler


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.

Spoiler


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
BAB
Fort SaveRef SaveWill SaveSpecialAugmentationsJolt Points
1st
+0
+2
+2
+0
Electric Bolt (1d6), Electric Metabolism, Bolt augmentation (least), Conduit Powers (Spark), Jolt Points
1(1)
2
2nd
+1
+3
+3
+0
AC Bonus
2(1)
4
3rd
+2
+3
+3
+1
Electric Bolt (2d6)
2(1)
6
4th
+3
+4
+4
+1
Evasion, Jolt Augmentation
3(1)
8
5th
+3
+4
+4
+1
Electric Bolt (3d6), Power Surge +10 ft/+2
3(1)
10
6th
+4
+5
+5
+2
Static Thrusters, Bolt Augmentations (lesser)
4(1)
13
7th
+5
+5
+5
+2
Electric Bolt (4d6), Conduit Powers(Elemental)
4(1)
16
8th
+6/+1
+6
+6
+2
-
5(2)
19
9th
+6/+1
+6
+6
+3
Electric Bolt (5d6), Electric Pulse
5(2)
22
10th
+7/+2
+7
+7
+3
Power Surge +20 ft/+4
6(2)
25
11th
+8/+3
+7
+7
+3
Electric Bolt (6d6), Bolt Augmentation (Greater)
7(2)
29
12th
+9/+4
+8
+8
+4
Improved Evasion
7(2)
33
13th
+9/+4
+8
+8
+8
Electric Bolt (7d6), Conduit Powers (Storm)
8(2)
37
14th
+10/+5
+9
+9
+4
Improved Thrusters
8(2)
41
15th
+11/+6/+1
+9
+9
+5
Electric Bolt (8d6), Power Surge +30 ft/+6
9(2)
45
16th
+12/+7/+2
+10
+10
+5
Bolt Augmentation (Supreme)
9(3)
50
17th
+12/+7/+2
+10
+10
+5
Electric Bolt (9d6),
10(3)
55
18th
+13/+8/+3
+11
+11
+6
-
10(3)
60
19th
+14/+9/+4
+11
+11
+6
Electric Bolt (10d6)
11(3)
65
20th
+15/+10/+5
+12
+12
+6
Power 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).

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 ItemAmount of Jolt Points regainedEffect on the Item
Rings½ caster levelEffects are suppressed for 1 minute/caster level
ScrollsEqual to Spell levelScroll is considered used
Wands and StaffsSpell level per chargeCharges are considered spent
Wondrous items with persistent effects½ caster levelEffects are suppressed for 1 minute/caster level
Wondrous Items with charges½ caster levelCharges 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.
__________________
Homebrew:
The inFAMOUS Conduit base class. Wow I actually finished it...
The Darksiders base class, based on the videogame with the same name.

Avatar by Dirtytabs, thanks a bunch

Last edited by RoyVG : 01-01-2013 at 01:02 PM. Reason: Some minor details
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Old 07-31-2012, 08:17 AM   Top  -  End  -  #2
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The Conduit

Bolt Augmentations

Least Augmentations
Spoiler


Lesser Augmentations
Spoiler


Greater Augmentations
Spoiler


Supreme Augmentations
Spoiler



Powers and Pathways
NOTE: Certain Conduit powers work similar or identical to existing spell will not be displayed in the power description, except for the differences, such as range, duration, etc. A link to the spell will be provided if the spell exists in the SRD. If these are not available, then the source will be provided instead. Thank you for your understanding.

Spark Paths (level 1-3)
Spoiler


Elemental Paths (level 4-6)
Spoiler


Storm Paths (level 7-9)
Spoiler
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Homebrew:
The inFAMOUS Conduit base class. Wow I actually finished it...
The Darksiders base class, based on the videogame with the same name.

Avatar by Dirtytabs, thanks a bunch

Last edited by RoyVG : 01-01-2013 at 01:03 PM. Reason: Moar editing
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Old 07-31-2012, 08:18 AM   Top  -  End  -  #3
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The Conduit

New Conduit Powers

Level 1 (Costs 1 Jolt point)
Spoiler

Level 2 (Costs 3 Jolt point)
Spoiler

Level 3(Costs 5 Jolt point)
Spoiler

Level 4 (Costs 7 Jolt point)
Spoiler

Level 5 (Costs 9 Jolt point)
Spoiler

Level 6 (Costs 11 Jolt point)
Spoiler

Level 7 (Costs 13 Jolt point)
Spoiler

Level 8 (Costs 15 Jolt point)
Spoiler

Level 9 (Costs 17 Jolt point)
Spoiler
__________________
Homebrew:
The inFAMOUS Conduit base class. Wow I actually finished it...
The Darksiders base class, based on the videogame with the same name.

Avatar by Dirtytabs, thanks a bunch

Last edited by RoyVG : 01-01-2013 at 01:09 PM. Reason: Small edits
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Old 07-31-2012, 10:33 AM   Top  -  End  -  #4
Mithril Leaf
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

This looks pretty cool, but I'd recommend considering upgrading the damage of the bolt and adding the ability to do sonic damage. It's basically a warlock right now, and that's bad. I know the games lacked a definitive sonic ability, but thunder and lightning go hand in hand. There's no reason not to have it, and sonic damage is pretty solid.
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Old 07-31-2012, 10:56 AM   Top  -  End  -  #5
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Quote:
Originally Posted by Mithril Leaf View Post
This looks pretty cool, but I'd recommend considering upgrading the damage of the bolt and adding the ability to do sonic damage. It's basically a warlock right now, and that's bad. I know the games lacked a definitive sonic ability, but thunder and lightning go hand in hand. There's no reason not to have it, and sonic damage is pretty solid.
Why the F' did I not think of that... Thunder = Sonic. What a big fail . I seriously never thought of it. Consider it being worked on.

Because he can make iterative attacks with his Lightning Bolt, I didn't want to scale the damage too high, but all things considered, a well made (but not really optimized) Barbarian will likely do more damage with the same iterative attacks anyway. I think I'll decease the time inbetween upgrades.
__________________
Homebrew:
The inFAMOUS Conduit base class. Wow I actually finished it...
The Darksiders base class, based on the videogame with the same name.

Avatar by Dirtytabs, thanks a bunch
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Old 07-31-2012, 09:34 PM   Top  -  End  -  #6
togapika
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

I love the Infamous series, but this poses a serious question.
Why would anyone play this class over a warlock?
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Old 08-01-2012, 05:37 AM   Top  -  End  -  #7
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Quote:
Originally Posted by togapika View Post
I love the Infamous series, but this poses a serious question.
Why would anyone play this class over a warlock?
Good question.

True answer: I dont really like the warlock in terms of fluff, but then you have the dragonfire adept who is somewhat similar of course. To be honest I didn't delve too much into the warlock besides his most well known mechanics, Eldritch Blast and basics of Invocations. I didn't study what he had, what he can do, and the power those abilities had. I just gave it my own twist, and hoped for the better.

More true answer:
Spoiler
__________________
Homebrew:
The inFAMOUS Conduit base class. Wow I actually finished it...
The Darksiders base class, based on the videogame with the same name.

Avatar by Dirtytabs, thanks a bunch
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Old 08-02-2012, 09:47 AM   Top  -  End  -  #8
Mithril Leaf
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Alright, here's some idea. Toss some fast healing onto Electric Metabolism. Let the Pulse Heal/ Bio Leech be usable by both alignments but give karma points in the corresponding alignment. Make sure that dexterity based checks explicitly includes initiative.
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Old 08-02-2012, 10:17 AM   Top  -  End  -  #9
wayfare
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

I think Force damage, in some way, should be incorporated. Also, hows about some effect that mimics summoning -- something that gives you extra actions or something takes action outside of your own.

Just an example:

Distracting Sparks: As a full action you can conjure a number of Tiny Sparks equal to 1/4 your Conduit level. The Sparks have AC 20, a Speed of 50 feet, and is incorporeal. If the Spark takes any damage, it is destroyed.

As a swift action, you can move a Spark up to its speed. If the spark passes through an enemy's square (or vice-versa), the opponent must make a Fortitude Save or be Staggered for 1 round.
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Old 08-03-2012, 05:13 AM   Top  -  End  -  #10
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Quote:
Originally Posted by Mithril Leaf View Post
Alright, here's some idea. Toss some fast healing onto Electric Metabolism. Let the Pulse Heal/ Bio Leech be usable by both alignments but give karma points in the corresponding alignment. Make sure that dexterity based checks explicitly includes initiative.
Quote:
Originally Posted by wayfare View Post
I think Force damage, in some way, should be incorporated. Also, hows about some effect that mimics summoning -- something that gives you extra actions or something takes action outside of your own.

Just an example:

Distracting Sparks: As a full action you can conjure a number of Tiny Sparks equal to 1/4 your Conduit level. The Sparks have AC 20, a Speed of 50 feet, and is incorporeal. If the Spark takes any damage, it is destroyed.

As a swift action, you can move a Spark up to its speed. If the spark passes through an enemy's square (or vice-versa), the opponent must make a Fortitude Save or be Staggered for 1 round.
Thanks for the feedback, I really appreciate it. I've also recieved some feedback from 2 of my friends, also active here, and they suggested maybe some psionic/powerpoint-like system in addition to the Augmentations. I want to condense the Bioleech/Pusle heal into this system, as well as the Karma overload ability. He'll have a limited amount of these 'power points' at the start fo the day but he'll be able to recharge them by extracting energy from magic items, either by suppressing their function for permantent items or by expending charges from wands or destroying scrolls. he'll even be able to do this from magic items worn by enemies.

This will also give me the opportunities to get more different abilities in this class like those Electric Sparks and the summoning you suggested, which doesn't fit the current Augmentation system, which I really want to keep in. The Fast Healing sounds nice, I'll need a decent way to get it in there maybe. my friends also suggested to make it similar to the Shadowcaster path.

I still have a long way to go I guess
__________________
Homebrew:
The inFAMOUS Conduit base class. Wow I actually finished it...
The Darksiders base class, based on the videogame with the same name.

Avatar by Dirtytabs, thanks a bunch
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Old 08-06-2012, 06:32 PM   Top  -  End  -  #11
al'raith
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Just popping in to say love this class and am going to be using it in a gestalt game will let you know how abilities work out
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Old 08-07-2012, 11:34 PM   Top  -  End  -  #12
togapika
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

It's not a bad class by any means. I was just trying to say that compared to a warlock, they had more things they can do with their invocations in addition to their blast and other class features
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Old 08-08-2012, 12:28 PM   Top  -  End  -  #13
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Quote:
Originally Posted by al'raith View Post
Just popping in to say love this class and am going to be using it in a gestalt game will let you know how abilities work out
I'm actually still busy revamping this class (quite a bit actually). maybe this will motivate me to actually continue on it

Quote:
Originally Posted by togapika View Post
It's not a bad class by any means. I was just trying to say that compared to a warlock, they had more things they can do with their invocations in addition to their blast and other class features
That was a little bit the problem when comparing this with the warlock. In the games you didn't have that much utility powers besides a shield and explosions that blow the enemies away. The 'lock can do just a lot more, especially utility wise. This character is to a warlock what a warmage is to a Wizard; too speciallized in 1 thing, damage dealing.

As already said I'm still working to add new features to the class, but ut takes quite a bit of time. Hopefully this weekend, I'll be adding a lot more options. It'll give him more power as a damage dealer, but also utility wise.

To tell you a little about it, it'll be a little like a Shadowcaster meets Psionics, He'll have paths that give different powers and special benefits when he completes a path. These paths include a healing path at earlier levels that is still usable at later levels (to replace Pulse Heal, which gets removed this way) and summoning path at higher levels that allow you to summon a Storm Elemental (from Monster Manuel 3). Unlike the Shadowcaster, he will use a Psionic Power Point derivative to power these abilities, though he'll get less points compared to the Psychic Warrior. He'll instead have a way to recover these power points by extracting it from magic items, suppressing their powers or by using charges from them. All in all this should improve him about 1 tier (if Morph Bark ever Tiers this that is, though he already said to me personally it would be low Tier 4 at best)

I can't promise it will be done this weekend, due to my inability to focus on homebrewing for 15 minutes, but I'll try. Glad I reserved that additional post for this, I really need it
__________________
Homebrew:
The inFAMOUS Conduit base class. Wow I actually finished it...
The Darksiders base class, based on the videogame with the same name.

Avatar by Dirtytabs, thanks a bunch

Last edited by RoyVG : 08-08-2012 at 12:29 PM.
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Old 08-08-2012, 10:55 PM   Top  -  End  -  #14
Mithril Leaf
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

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Originally Posted by RoyVG View Post
I'm actually still busy revamping this class (quite a bit actually). maybe this will motivate me to actually continue on it



That was a little bit the problem when comparing this with the warlock. In the games you didn't have that much utility powers besides a shield and explosions that blow the enemies away. The 'lock can do just a lot more, especially utility wise. This character is to a warlock what a warmage is to a Wizard; too speciallized in 1 thing, damage dealing.

As already said I'm still working to add new features to the class, but ut takes quite a bit of time. Hopefully this weekend, I'll be adding a lot more options. It'll give him more power as a damage dealer, but also utility wise.

To tell you a little about it, it'll be a little like a Shadowcaster meets Psionics, He'll have paths that give different powers and special benefits when he completes a path. These paths include a healing path at earlier levels that is still usable at later levels (to replace Pulse Heal, which gets removed this way) and summoning path at higher levels that allow you to summon a Storm Elemental (from Monster Manuel 3). Unlike the Shadowcaster, he will use a Psionic Power Point derivative to power these abilities, though he'll get less points compared to the Psychic Warrior. He'll instead have a way to recover these power points by extracting it from magic items, suppressing their powers or by using charges from them. All in all this should improve him about 1 tier (if Morph Bark ever Tiers this that is, though he already said to me personally it would be low Tier 4 at best)

I can't promise it will be done this weekend, due to my inability to focus on homebrewing for 15 minutes, but I'll try. Glad I reserved that additional post for this, I really need it
Power point recharge based on absorbing electricity is fun. So you really can go all day. I recall the infinitely handy metal battery trick in Infamous 1.
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Old 08-11-2012, 08:29 AM   Top  -  End  -  #15
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

And the first round of major upgrades is done.

It has all the Conduit power up to Level 3 added. Level 4 is also done, but I want to add the entire paths as a whole, rather than incomplete pahtways. Many level 5-9 Powers still empty at the moment, Suggestions always welcome. as you can see powers match (or a least they should match) their corresponding spell level for typical casters.

The Karma Overload is still there but will likely be added in this system as well. This will make the Karma point a little too pointless, so ill change the Karma system when they are implemented so that its effects can be replaced by the Jolt Points system. Please say if any of you want to keep it in.

EDIT: Okay so I didn't keep my promise of finishing it in the weekend, shame on me. Anyways second bath of Conduit Powers up to level 6 have been added. tell me if it is good as it is now, or do you want level 7-9 as well?
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Last edited by RoyVG : 08-13-2012 at 07:05 AM.
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Old 12-25-2012, 09:26 PM   Top  -  End  -  #16
Tarsten Corvus
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Awesome class. I can think of it kind of like a super specialized Warlock. the only thing i can really suggest is maybe a progressive shield ability and or spell. example:
ability
Electrical Reverberation: A shield of electrical sparks and jumps from your limbs surround you shielding you from physical attacks 3/day.


Just an idea :D
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Old 12-27-2012, 07:24 AM   Top  -  End  -  #17
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

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All jokes aside, interesting to see that I suddenly get comments on this class. A comment in the thread and a PM in only a few days time.

Quote:
Originally Posted by Tarsten Corvus View Post
Awesome class. I can think of it kind of like a super specialized Warlock. the only thing i can really suggest is maybe a progressive shield ability and or spell. example:
ability
Electrical Reverberation: A shield of electrical sparks and jumps from your limbs surround you shielding you from physical attacks 3/day.

Just an idea :D
I like the shielding idea. I would likely build it into the class itself, instead of making it a Power. I could replace the Force Barrier Power, but it would certainly be too weak for that level. Wings of Cover is a 2nd level spell and does exactly the same, and more. I would have to make another Pathway to put it up to the right level, but I dont want to do that with the limited amount of Power the Conduit has. First of all, I would like to finish the pathways first before I add any more features. Still, thanks for the idea.
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Old 12-28-2012, 12:52 PM   Top  -  End  -  #18
ShadowFireLance
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

This, is Awesome, Going to use it now.
Or...Could have Half My players Go this, And Half Go This.......
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Old 12-28-2012, 06:27 PM   Top  -  End  -  #19
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

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This, is Awesome, Going to use it now.
Or...Could have Half My players Go this, And Half Go This.......
I see what you did there .
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Old 12-28-2012, 07:01 PM   Top  -  End  -  #20
Afool
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

(Figured I'd post this one instead of PM again)

Something I noticed in Skills, is that there is no Craft (Int) (which I beleive nearly every class gains), nor is there UMD when under Jolt Points it suggests that the Conduit would usually want to have a wand or three on her person to recharge Jolt Points as necessary.

And on that note, texts says
Quote:
you can expend charges to regain Jolt points.
which doesn't specify how long it takes to expend a charge. Logic dictates that it be however long it takes to activate a wand (standard action I presume) or at least a move action, but unspecified, I can see a munchkin keeping a dozen "wands of 1st spell" to act as a battery for all of their Jolt Powers (Hmm Conduit/Artificer Gestalt, Mad Sciency ). (By the way, good job detailing how draining Persistent effects would work ahead of time)

Master Conduit says that you turn into Elemental (augmented), with the only difference being that you are still subject to stunning, critical hits and flanking, and you can still be resurrected as if you are still of your previous creature type. According to the d20 srd "Elementals are proficient with shields if they are proficient with any form of armor."

The AC Bonus class feature does not mention shields as interfering with the bonus, while the Conduit is not proficient with them, so the question becomes, does the Conduit gain shield proficiency when they hit level 20, and is the shield supposed to interfere with the AC Bonus?

There are still a couple things that I've mentioned by PM that need to be fixed, but like you said, it'll take some time for all of the details to be ironed out .
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Old 12-30-2012, 09:00 AM   Top  -  End  -  #21
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

Quote:
Originally Posted by Afool View Post
Something I noticed in Skills, is that there is no Craft (Int) (which I beleive nearly every class gains), nor is there UMD when under Jolt Points it suggests that the Conduit would usually want to have a wand or three on her person to recharge Jolt Points as necessary.
I forgot to add craft, will be added. Use Magic Device is trickier one, but with the recent changes, I think it is justified for the Conduit to have it. The older version only had Bolt augmentations, and Jolt points weren't there yet [color="white]and I just forgot about it[/color]

Quote:
Originally Posted by Afool View Post
And on that note, texts says which doesn't specify how long it takes to expend a charge. Logic dictates that it be however long it takes to activate a wand (standard action I presume) or at least a move action, but unspecified, I can see a munchkin keeping a dozen "wands of 1st spell" to act as a battery for all of their Jolt Powers (Hmm Conduit/Artificer Gestalt, Mad Sciency ). (By the way, good job detailing how draining Persistent effects would work ahead of time)
I'd say it's a standard action. It's mostly used as a backup way to regain Jolt points, should it be necessary. I'm going to increase the amount of Jolt points the class gets, maybe somewhere around a level similar to a Psychic Warrior's Power Points. This was also the reason why I'm hesitating to put UMD on the skill list.

Quote:
Originally Posted by Afool View Post
Master Conduit says that you turn into Elemental (augmented), with the only difference being that you are still subject to stunning, critical hits and flanking, and you can still be resurrected as if you are still of your previous creature type. According to the d20 srd "Elementals are proficient with shields if they are proficient with any form of armor."
I want to do either 1 of 2 things with this ability; I either want to rephrase this ability, into "Considered an Elemenal if more beneficial", or I'm gonna replace the ability all together, and put it in the Living Lighting Storm Pathway. The shield profficiency is something i've overlooked ad shoudl not be in it, hence the rephrasing option. I would be similar to how a Monk is considered an Outsider.

Quote:
Originally Posted by Afool View Post
The AC Bonus class feature does not mention shields as interfering with the bonus, while the Conduit is not proficient with them, so the question becomes, does the Conduit gain shield proficiency when they hit level 20, and is the shield supposed to interfere with the AC Bonus?
My copy-paste skills are declining faster than I expected.....
You lose it when you carry a shield, thanks for noticing.
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Last edited by RoyVG : 12-30-2012 at 09:00 AM.
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Old 12-30-2012, 09:14 AM   Top  -  End  -  #22
Morph Bark
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

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Originally Posted by RoyVG View Post
I either want to rephrase this ability, into "Considered an Elemenal if more beneficial", or... *snip*
That would be rather vague if you phrase it that way, as one could read it as you being considered an Elemental for stunning, so therefore you would be immune to it (and the other things too). If you don't want that, you should replace it with something else. Getting immunity to a few things doesn't seem too powerful for a capstone ability though, so you could simply change his type to Elemental (augmented [original type]), but have them still able to be resurrected and such.
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Old 01-01-2013, 01:16 PM   Top  -  End  -  #23
RoyVG
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Default Re: [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit

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Originally Posted by Morph Bark View Post
That would be rather vague if you phrase it that way, as one could read it as you being considered an Elemental for stunning, so therefore you would be immune to it (and the other things too). If you don't want that, you should replace it with something else. Getting immunity to a few things doesn't seem too powerful for a capstone ability though, so you could simply change his type to Elemental (augmented [original type]), but have them still able to be resurrected and such.
I took out the Master Conduit as it was, and it is now a part of the Living Lightning Path. Istill needed a level 9 Power, and this was the perfect spot. i made it a bit stronger.

Anyway, the class has been updated, slightly later than promised. Level 7-9 Conduit Power have been added, and some things have been clarified, changed or removed all together.

Aside from a level 20 ability (which might not even be necessary), I consider it mostly complete. If some of the Conduit powers are a little too strong or too weak, feel free to comment.
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Last edited by RoyVG : 01-01-2013 at 01:16 PM.
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