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View Full Version : [Base class 3.5] Good Or Bad, Your Choice. The inFAMOUS Conduit



RoyVG
2012-07-31, 08:16 AM
This 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
July 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.


http://cghub.com/files/Image/029001-030000/29049/98_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

BAB
Fort Save
Ref Save
Will Save
Special
Augmentations
Jolt 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).

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.

RoyVG
2012-07-31, 08:17 AM
Bolt Augmentations

Least Augmentations
Long Bolt: Doubles the range of your Electric Bolt.
Forceful Ray: Allows an Electric Bolt to make a free bull rush attempt. You may use your wisdom modifier instead of your strength modifier, whichever is better. You gain half your class level as an additional bonus to your bull rush check. You may expend Jolt points, up to your Wisdom modifier to add a bonus to your modifier equal to the amount of Jolt point expended.
Infused Bolt: Infuse your weapons to deal your Electric Bolt Damage on your weapon attacks. This is a swift action and last until the end of your turn. The damage applies to all attacks made during a full attack.
Exploding Bolt: Your Electric bolt detonates upon hitting dealing half the normal damage in a 5 ft radius around the target. This augmentation cannot be applied simultaneously with other area of effect augmentations like Cone Ray or Line Ray.
Numbing Bolts: Your Bolt cause the creature to be entangled for 1 round. A Fortitude save (DC = 10 + Bolt spell level + Wisdom Modifier) negates the effect.

Lesser Augmentations
Fire Bolt: Your bolts deal fire damage instead of electricity. You Bolt damage improves by one step. You cannot apply Ice Bolt simultaneously with Fire Bolt. Only Evil-Aligned characters are proficient with Bolts that have this Augmentation applied. You can apply this augmentation as a swift action and last for the until the end of your turn
Ice Bolt: Your bolts deal cold damage instead of electricity. You Bolt damage improves by one step. You cannot apply Fire Bolt simultaneously with Ice Bolt. Only Good-Aligned characters are proficient with Bolt that have this Augmentation applied.
Line Ray: You Bolt affects all targets in a 60 ft line rather that the first target only. Reflex save for half damage.
Cone Ray: Your Bolt affects all targets in a 30 foot cone rather than a 60ft ray. Reflex save for half damage.
Clinging Ray: One round after the ray, half the damage is dealt again to the target. When applied to area of effect augmentations, the damage is dealt to everyone in the area instead.

Greater Augmentations
Empowered Bolt: Your Electric Bolt is affected as if the Empower spell has been applied to it. You cannot add this augmentation when the Maximize Bolt augmentation is already added. Applying this augmentation is a swift action and lasts until the end of your turn.
Accurate Bolt: You may forgo any number of attacks you make in a full round action. You gain a + 2 bonus to attack per attack lost this way and increase the damage by 2 per die per attack lost (1 attacks lost with 5d6 damage => +2 to Attack, +2 x5 damage => +2Att,+10 Dmg). This augmentation cannot be added to any bolt that does not require an attack roll this bolt can be added as a swift action.
Split Ray: You can split the ray into two affecting either the same target or two different targets. The damage of each ray is 1 step lower than normal.
Trueshot Bolt: You shot ignores energy resistances. To enemies with energy immunities this bolt still deals half damage.
Sickening Bolt: Your bolts cause the enemy to be sickened for 1d4 rounds. A Fortitude save (DC = 10 + Bolt Spell Level + Wisdom Modifier) negates the stun. Every successive hit in the same round increases the DC by 1

Supreme Augmentations
Maximized Bolt: Your Electric Bolt is affected as if the Maximize Spell has been applied to it. You cannot add this augmentation when the Empowered Bolt augmentation is already added. Applying this augmentation is a swift action and lasts until the end of your turn
Reaper Ray: You Bolt turns into a 15 ft wide 60ft long line. A Reflex save half the damage.
Energy Burst: Your Bolt turns into a 30 ft sphere centered around you. A Reflex save halves the damage.
Cluster Bomb: Your Bolt deals damage in a 10 ft radius around your target as well as half damage 10ft around that. In the next round the area is hit again dealing half damage in the first 10 ft and one fourth in a 10 ft area around it. A reflex Save halves the damage in the primary area, but not the in the secondary area.
Penetrating Ray: Your bolt ignore Spell Resistance and concealment gained through spells (like a darkness or blur spell, but not natural concealment like dense mist or smoke)


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)
Burning Thunder
This Path represents the heat of a thunderstrike, enough to ignite trees and cause scorching wounds. Completing this path grants you can no longer be sickened, nauseated and you gain fire resistance 5.
1. Thunder flash: A bright light of thunder dazzles or blinds all creatures within 30 ft.
2. Heat Wave: Shot of hot sparks deal damage and causes enemy to becomes sickened
3. Fire Ball: Blast an area with fire as the Fireball (http://www.d20srd.org/srd/spells/fireball.htm) spell

Deaths Shiver
This Path represents the fear that people experience during thunderstorms. Completing this path grants you Low light vision (or superior low light vision if you already possess low light vision) and Darkvision 60 ft. (or increases existing Darkvision by 60 ft.)
1. Fear the Unknown: Causes an enemy to become shaken or frightened, as a Cause Fear (http://www.d20srd.org/srd/spells/causeFear.htm) Spell
2. Darkness: Duplicate the effects of a Darkness (http://www.d20srd.org/srd/spells/darkness.htm) spell
3. Demonic Visage: Causes one enemy to become frightened, fleeing from you as fast as it can as he sees a demonic vision of you.

Fists of Thunder
This Path represents the sheer force of a thunderstrike, loud enough to deafen those unprepared, and blow those away who are weak. Completing this path grants you the ability to cast the Shout (http://www.d20srd.org/srd/spells/shout.htm) spell as a spell like ability 3 times per day
1. Thunder smash: Smash the ground to turn a small area into difficult terrain
2. Blast of Thunder: Call down a thunder strike to duplicate the effects of a Sound Burst (http://www.d20srd.org/srd/spells/soundBurst.htm)
3. Thor’s Hammerstrike: Smash your palms together you duplicate the effects similar of a Great Thunderclap Spell in a cone in front of you.

Frost Shock Initiate
This Path represents the cold hearted killer that lightning is. Completing this path grants you immunity to fatigue and exhaustion, and cold resistance 5
1. Winters Cold Touch: deals cold damage and causes 1 enemy to become fatigues by the strain of cold lightning
2. Frostshock Ball: Blast of electrified ice deals damage to first creature it hits.
3. Floor of Ice: Freeze the ground making it slippery and immobilizing creatures as their feet are frozen to the ground.

Life’s Pulse
This Path represents the pulsing beat of life, brought into motion by electric energy. Completing this path allows you cast the panacea spell (SpC pg. 152) 3 times per day as a spell like ability.
1. Heal the Wounded: heal an amount hit points to 1 creature, similar to as Cure Light Wounds (http://www.d20srd.org/srd/spells/cureLightWounds.htm) or better
2. Restore the weakened: Restore bodily vigor similar to a Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) spell.
3. Cleanse the Corrupted: Duplicate the effects of an Remove Blindness/Deafness (http://www.d20srd.org/srd/spells/removeBlindnessDeafness.htm), Remove Curse (http://www.d20srd.org/srd/spells/removeCurse.htm) or Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm)

Elemental Paths (level 4-6)
Frost Shock Adept
Completing this path grants you cold resistance 10. In addition, all Conduit Powers that deal cold damage now splash a bit dealing 1d4 points of cold damage in the area around the targets. The cold resistance stacks with the one gained from the Frost Shock Initiate pathway (to a total of 15). It doesn’t stack with any other cold resistance.
4. Orb or Cold: Throw a ball of ice as a Orb of Cold spell (SpC pg. 151)
5. Brain Freeze: You touch a creature disrupting his brain functions, draining their mental abilities
6. Freeze: You encase a creature in ice as the Freeze spell (SpC pg. 99)

Living Lightning
This path represents power lightning has over life, how it can create it, and how it can take it away just as fast. Completing this path grants you a Small Storm Elemental as a familiar, which functions the same as a sorcerer’s familiar. Your effective sorcerer level for the purpose of abilities the familiar obtains is your Conduit level -4. The Share Spells and Deliver Touch Spells special abilities work with Conduit Power rather than spells with this familiar. If you obtain a real familiar (e.g. by taking sorcerer levels), you may designate your current familiar by this one. Classes that progress familiar growth and Conduit levels stack.
4. Distracting Sparks: you summon a small groups of living sparks that help you in battle.
5. Lightning Clone: You create an illusionary clone of yourself made of lightning and lets you switch places once.
6. Lightning Aspect: You summon a Large Storm Elemental (MM3 pg. 48) similar to a Summons Nature’s Ally VI (http://www.d20srd.org/srd/spells/summonNaturesAllyVI.htm) spell that follows your commands to the best of its abilities.

Scorching Thunder
Completing this path grants you fire resistance 10. In addition, all Conduit Powers that deal fire damage now splash a bit dealing 1d4 points of fire damage in the area around the targets. The fire resistance stacks with the one gained from the Burning Thunder pathway (to a total of 15). It doesn’t stack with any other fire resistance.
4. Orb of Fire: Throw a ball of fire as the Orb of Fire spell (SpC pg.151)
5. Muscle Burn: A burning grasp damages your enemies from the inside, draining their vitality.
6. Fiery Death: You incinerate a creature to the point that they are turned to ashes similar to a Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm) spell.

Veil of Lightning
This path represents the power lightning has to protect with electromagnetic fields. Completing this path grants you a continuous Magic Circle against effect, with the alignment being the opposite you alignment. Neutral must choose any of the alignments, while Conduits on two extremes get 1 of either alignments, not both (Neutral Good Conduit get a Magic Circle against Evil effect, Chaotic Good must choose between Evil or Lawful). You may deactivate this ability at will as a swift action.
4. Magnetic barrier: you conjure a transparent shield that stops any mundane projectiles fired at you.
5. Force Barrier: You create a wall or protection as a Wall of Force (http://www.d20srd.org/srd/spells/wallOfForce.htm) spell.
6. Veil of Protection: You protect an area with a veil of magic that prevente creatures from entering, similar to a Antilife Shell ( http://www.d20srd.org/srd/spells/antilifeShell.htm) spell.

Walker of the Golden Way
This Path represents the distance and speed at which lightning travels. Completing this path give you the ability to teleport up to 30 ft as an immediate action at will. You need line of sight and line of effect. If this is done as a response to an attack, that attack has 50% miss chance
4. Lightning Speed: you gain the benefits of a Haste and Blur spell for a short time
5. Thunderous Transportation: In a flash of lightning you move from place to place, similar to a Teleport (http://www.d20srd.org/srd/spells/teleport.htm) spell
6. Ethereal Jump: you become ethereal as per the Ethereal Jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) spell but only for 1d3+2 rounds

Storm Paths (level 7-9)
Endless Potential
This path represents the raw, pure power of electricity in its most powerful, destructive form. Completing this path grants you an additional Bolt attack at your highest Base Attack Bonus when doing a full attack. In addition, all your Bolts deal an additional amount of damage equal to your Wisdom modifier (now 2 times your Wisdom modifier)
7. Electrofield: Target an area, enemies must make saves or be stunned.
8. Rage of the Storm: Fly unhindered while firing augmented Bolts for a short time
9. Wrath of the Thundergods: You call down a massive lightning strike to deal massive damage in a small area, disintegrating all creatures.

Frost Shock Master
Completing this path gives you immunity to cold damage. In addition, all of your Conduit Powers that deal cold damage to deal additional damage equal to your Conduit level (if a Power would deal damage multiple times, you add your level to damage to each time it deals damage, but only once per round per target.
7. Ice Cage: As the Forcecage (http://www.d20srd.org/srd/spells/forcecage.htm) spell, except the cage looks like it is made of ice.
8. Fields of Ice Razor: as the spell (SpC 90)
9. Absolute Zero: You grasp the very essence of cold energy to freeze an entire area in ice, trapping all creatures.

Living Lightning
Completing this path grants you immunity to stunning and dazed. If you completed the Elemental Pathway of Living Lightning, your Sorcerer Level is now equal to you Conduit Level for the purpose of the special abilities that your Storm Elemental familiar gets, rather than you Conduit levels -4.
7. Greater Lighting Clone: As Lightning Clone but creates multiple clones, and you can switch between them as a swift action
8. Greater aspect of Lightning: You summon a Greater Storm Elemental (MM3, pg. 48) similar to a Summons Nature’s Ally VIII (http://www.d20srd.org/srd/spells/summonNaturesAllyVIII.htm) spell that follows your commands to the best of its abilities.
to follow
9. Aspect of the Elder Elemental: Receive powers from an Elder Elemental, becoming lightning itself for a short time.

Searing Thunder
Completing this path gives you immunity to fire damage. In addition, all of your Conduit Powers that deal fire damage to deal additional damage equal to your Conduit level (if a Power would deal damage multiple times, you add your level to damage to each time it deals damage, but only once per round per target.
7. Flight of the Phoenix: Travel a large distance, dealing fire damage and pushing creatures away
8. Blackfire: as the Blackfire spell (SpC pg. 19)
9. Solar Storm: Incincerate a large area in longlasting flames.

RoyVG
2012-07-31, 08:18 AM
New Conduit Powers

Level 1 (Costs 1 Jolt point)
Heal the Wounded
School: Conjuration (healing)
Range: Touch
Area: 1 or more creature (see text)
Duration: instantaneous
Saving Throw: Instantaneous
Description:You call upon the energizing power of electricity to fasten the healing process. You heal a creature for 1d8 point of damage +1 per Conduit level (max +10). By expending an additional Jolt point you can perform this action to another creature in range in the same round. By expending 2 additional Jolt points you can increase the amount of healing by an additional 1d8 up to 5d8

Thunder Flash
School: Evocation
Range: Personal
Area: 30ft. burst centered around you
Duration: instantaneous
Saving Throw: Reflex negates
Spell Resistance No
Description: You hold up your hand as with a small ball of lightning that explodes in a strong flash of light and dazzling all creatures within range that fail to succeed on a Reflex save for 1d4+1 rounds. Creatures that are particularly vulnerable to sunlight (such as creatures with light sensitivity like orcs or kobolds) are blinded for the duration instead. Creatures that do not rely on sight are immune to this ability. You are likewise immune to the effect of this power

Thunder Smash
School: Transmutation
Range: Short range (25ft. + 5ft. / 2 caster levels
Area: 20 ft. burst
Duration: Permanent
Saving Throw: No
Spell Resistance No
Description:You let lightning strike with such force that the ground shatters making it difficult terrain. This counts as non-magical terrain for the purpose of abilities that let you ignore it

Winters Cold Touch
School: Evocation (Cold)
Range: short range (25ft. +5ft. /2 caster levels)
Target: 1 creature + all creature surrounding it
Duration: instantaneous
Saving Throw: Fortitude partial, Reflex negates (see text)
Description: You conjure a small ball of snow and throw it toward your enemy. The intense cold deals 1d8 per 3 caster level (max 3d8 at caster level 9) cold damage to that creature. If the creature fails on a Fortitude save, he is also fatigued. All creatures surrounding the main target are hit with remains of snow dealing 1 cold damage. A reflex save negates the damage. Creatures hit with the secondary snow are not fatigued.
Level 2 (Costs 3 Jolt point)
FrostShock ball
School: Conjuration (Creation) (Cold)
Range: Medium (100ft +10ft /level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance No
Description: You conjure a small ball of electrified ice and shoot it from your hand. The ball deals 1d4 points of cold damage and 1d4 point of electricity damage/caster level (Max 5d4 each). This is a ranged touch attack

Heat Wave
School: Evocation (fire, electricity)
Range: 15ft
Area: Cone-shaped Burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Description: You produce a wave of red hot sparks of electricity dealing 2d6 points of electricity damage and 2d6 points of fire damage. In addition all creatures in e are must make a fortitude save or become sickened for 1d4 rounds

Restore the Weakened
School: Conjuration (healing)
Casting Time: 1 round
Range: Touch or multiple (see text)
Area: 1 or multiple creatures
Duration: instantaneous
Saving Throw: Will negates (harmless)
Description: You touch a creature and restore his body and mind. This powers works the same as a Lesser Restoration (http://www.d20srd.org/srd/spells/restorationLesser.htm) spell. By spending 2 additional Jolt Points, you can affect one additional creature within 10ft. By Spending 4 additional Jolt points you can simulate the effects of a Restoration (http://www.d20srd.org/srd/spells/restoration.htm) spell instead though you do not need a material component. You need to add these 4 points for each creature healed this way.
Level 3(Costs 5 Jolt point)
Thunderous Visage
School: Necromancy (Fear, mind-affecting)
Range: Medium (100ft + 10ft/caster level)
Targets: 1 creature per caster level, no two can be more than 30ft apart
Duration: 1 round /caster level
Saving Throw: Will Partial
Description: Lightning crackles around your body and casts shadows around your entire body. All targets are frightened unless they succeed on a Will save, at which they are shaken instead.

Thor’s Hammer Strike
School: Evocation (Sonic)
Range: 50ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: see text
Description: This spell works similar to a Great Thunderclap spell (SpC: 107), except that it works in a 50ft cone coming from you, rather than a 20ft. radius spread.

Floor of Ice
School: Conjuration (Creation)
Range: Short (25ft. + 5ft. /2 caster level)
Area: One 5ft. square /caster level
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
Spell Resistance No
Description: You cover an area with a thin but strong sheet of ice, while freezing their feet to the floor. All enemies that fail a Reflex save are immobilized (ToM, pg. 140) as their feet are stuck, frozen to the ground. Creatures stuck to the ice must make a Strength check of DC 15 to pull themselves free. Creatures standing on the ice must make a DC 15 Balance check to stay move over the ice at half speed. If you fail this check by 5 or more you cannot move this round. Creatures not standing on the ground are immune to this effect.

Cleanse the Corrupted
School: Conjuration (Healing)
Range: Touch
Target: 1 Creature
Duration: Varies (see Spell)
Saving Throw: Will negates (harmless)
Description: This spell can duplicate the effects of a Remove Blindness/Deafness (http://www.d20srd.org/srd/spells/removeBlindnessDeafness.htm), Remove Curse (http://www.d20srd.org/srd/spells/removeCurse.htm) or Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) spells. You may choose only 1 spell effect each time this is cast.
Level 4 (Costs 7 Jolt point)
Distracting Sparks
School: Conjuration (Summoning)
Casting time Full round action
Range:Short (25ft. + 5ft. /2 caster levels)
Effect: 1 + 1 per 4 caster levels creatures
Duration: 1 round /caster level (D)
Saving Throw: Fortitude (see text)
Spell Resistance No
Description: You summon a number of living sparks to help you in battle. These sparks are Tiny Incorporeal Elemental creatures. Each spark has an AC of 20, a fly speed of 50ft with perfect maneuverability, and 1 hit point. Each spark can become corporeal for a very short time to provide flanking benefits. A spark can pass through enemy squares (though they provoke attacks of opportunity doing so). Whenever a spark passes through a creature, that creature must succeed on a Fortitude save or be staggered for 1 round.

Lightning Speed
School: Transmutation
Range: Short (25ft. + 5ft. /2 caster levels)
Pargets: Personal or Willing creature
Duration: 1 round /caster level (D)
Saving Throw: Will negates (harmless)
Description: You supercharge your muscles or those of a willing creature to super humans speed. You or a willing creature gains the benefits of both the Haste (http://www.d20srd.org/srd/spells/haste.htm) and the Blur (http://www.d20srd.org/srd/spells/blur.htm) spell. Unlike the normal Blurspell, this is not a magical effect and cannot be countered with abilities that pierce magical concealments, with the sole exception being a True Seeing spell

Magnetic Barrier
School: Abjuration (Force)
Range: Personal
Target: You
Duration: Concentration (see text) (D)
Description: You conjure a shield that deflects all mundane non-magical ranged attacks, like arrow, bolts and thrown weapons, except for very large objects like boulders. In addition you are under the effect of a Lesser Globe of Invulnerability (http://www.d20srd.org/srd/spells/globeOfInvulnerabilityLesser.htm), stopping all spells up to 3rd level. You can maintain this ability as a swift action each round by spending an additional 5 Jolt Points per round after the first.
Level 5 (Costs 9 Jolt point)
Brain Freeze
School: Necromancy
Range: Touch
Area: Creature touched
Duration: Instantaneous
Saving Throw: Will Negates
Description: When you use this power your hand seems covered with a cold mist. You must succeed on a melee touch attack to grasp a creature by the head and cause his brains to slowly freeze, dealing 1d6 points of Intelligence, Wisdom or Charisma drain. The ability drain cannot reduce a creature ability score below 1

Lightning Clone
School: Conjuration (Creation, Teleportation)
Casting Time: 1 round
Range: Short (25ft. + 5ft. /2 caster levels)
Effect: 1 Summoned creature
Duration: 1 round /caster level (D)
Saving Throw: None
Spell Resistance No
Description: You conjure a clone of your body. This clone looks exactly like you, has the same ability scores as you do but cannot attack nor speak, and only listens to your command. The clone must stay within 1 mile of you. You have a telepathic bond with the clone and can command it as a free action. You can also see through his eyes and listen through his ears as a move action. If the clone is touched by any creature other than yourself or is attacked with a weapon or spell or any other effect that would deal damage, it explodes, dealing 4d6 points of electricity damage to the one that dealt the damage, as long as they are within 1 mile of the clone. You may switch places with your clone once per casting as an immediate action. When this is done in response of an attack, the attack has a 50% chance of still affecting you.

Muscle Burn
School: Necromancy
Range: Touch
Area: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude Negates
Description: When you use this power your hand seems covered with a hot red steam. You must succeed on a melee touch attack to grasp a creature in a certain muscle area, dealing 1d6 points of Strength, Dexterity of Constitution drain. The ability drain cannot reduce a creature ability score below 1
Level 6 (Costs 11 Jolt point)
These Conduit Powers are all based on existing spells, look them up in the books or follow the links
Level 7 (Costs 13 Jolt point)
Electrofield
School: Evocation (Electricity)
Range: Medium (100ft. +10ft./level)
Effect: Electrically charged ground, up to 1 5 by 5 ft square per level
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance No
Description: you let the electricity flow from your body into the ground and electrify a target area within range. You may electrify up to 1 5ft. square per Conduit level. All squares must make up one area, though the shape is up to the Conduit (he can make a single line, a square or a circle, but not 2 small lines). Creatures that are in the area must make a Fortitude save or be stunned for 1d4 rounds. Every round a creature stands in the area, it must make a new saving throw to avoid being stunned. Creatures immune to electricity are immune to this effect, creature with electricity resistance are stunned for 1 round.

Flight of the Phoenix
School: Evocation (Fire, Electricity)
Range: Personal
Target You
Duration: Instantaneous
Saving Throw: None
Casting time: Full round action
Spell Resistance No
Description: When you activate this Power, you form two flaming wings around your arms, held together with electricity. You may move up to twice your movement speed, similar to a charge, but your movement does not need to be in a straight line and you can go through enemy spaces. You provoke attacks of opportunity as normal when moving through threatened spaces. You may tumble to prevent attack of opportunities, but the DC increases only at half the rate it normally does (+1 to the DC instead of +2).. Anytime you pass by or through an enemy space, you may make a single attack with a weapon, natural weapon or unarmed strike. Each attack deals an additional 2d6 + ½ conduit level point of fire damage and 2d6 + ½ Conduit level points of electricity damage. Any creature can only be attacked once when you pass by them, but you may pass by them multiple time, provided that you leave and re-enter their threatened space. This attacks counts as a charge for the purpose of feats, class features and other effects.

Greater Lighting Clone
School: Conjuration (Creation, Teleportation)
Description: This Power functions as the Lightning Clone Power, except that you create 1 clone per 4 Conduit Levels (max 5 at level 20). You may switch between any active clones any number of times, but only once per round as an immediate action.
Level 8 (Costs 15 Jolt point)
Rage of the Storm
School: Transmutation (Electricity)
Range: Personal
Tartget: You
Duration: 1 minute/level
Description: This Power functions as the Stormrage spell (SpC, pg 210) with the following changes. You do not gain a fly speed (any effect related to flying are still present). Instead, your maneuverability increases to perfect. The lightning bolt shot with this ability are The bolt of electricity that you may shoot from this spell are replaced with you Electric Bolt and can have 1 Free augmentation of Greater of lower.
Level 9 (Costs 17 Jolt point)
Absolute Zero
School: Evocation (Cold)
Range: 100 ft
Area: Cone shaped burst
Duration: Instantatenous
Saving Throw: Reflex half, Fortitude negates(see text)
Description:You conjure a small orb of pure cold energy and let it flow in front of you. You deal 1d6/Conduit level (max 20d6) points of cold damage to all creatures in the area and encases them in ice (effectively Paralyzed (http://www.d20srd.org/srd/conditionSummary.htm#paralyzed)) for 3 rounds. Creatures encased in ice are dealt an additional 5d6 point of cold damage for every round they remain encased. Creatures encased in ice may make a Fortitude save as a full round action to free themselves, success means you are freed from the ice and you receive no further damage. Creatures that succeed on their Reflex save are not encased and receive only half damage. If a creature encased in ice is hit with a bludgeoning weapon, this damage is doubled, and releases the creature from the ice.

Aspect of the Elder Elemental
School: Transmutation
Range: Personal
Target: You
Duration: 1 min/level (D)
Description: You call upon the Elder Elementals to grant you some of their powers. For the duration of the spell, you type changes to Elemental (augmented). This grants you darkvision 60 ft., immunity to poison, sleep effects, paralysis, stunning and you are not subject to critical hits and flanking. You do not need to breathe while in this form. Unlike Elementals, you do not receive shield proficiency. In addition, you receive a +4 bonus to Dexterity and natural armor. Your body sparks with uncontrolled lighting. Whenever a creature attacks you with a metal weapon or natural weapons, they receive 2d6 points of electricity damage. Creatures that are grappling you or are being grappled by you receive 4d6 points of damage. Whenever you are dealt electricity damage by a different source then yourself (magic wands or scrolls activated by you do count for this ability), you are healed 1 point for every 4 points of electricity damage dealt to you, and you receive half of this as Jolt points. If you die in this form, you immediately revert back to normal.

Solar Storm
School: Evocation (Fire)
Range: 50ft
Area: 50 ft radius spread centered around you
Duration: Instantaneous
Saving Throw: Reflex partial, see text
Description: You release the spark of the sun within you, dealing damage to all creatures in a 50ft area around you. This attack deals 1d6/level points of fire damage to all creatures in ranges. In addition, all creatures within the area must succeed o a Reflex save or be set on fire with the sun’s flames. These flames deal an additional 4d6 points of fire damage. These flames are much hotter than other flames and are much harder to extinguish. The flames weaken over time, dealing 3d6 points of damage 1d3 rounds after first exposure, and decrease by 1d6 every 1d3 rounds afterwards (to a minimum of 1d6, as with a normal fire). Extinguishing the initial flames require a DC 25 reflex save (as opposed to DC15 for normal flames. As the flames weaken, the DC decreases by 2 as well for each step they weaken (DC 23 after the first 1d3 rounds, DC 21 after the second 1d3 rounds). When the flames have weakened to 1d6 damage, they act as normal flames and can be extinguished as such (DC 15 reflex save). Small amounts of water have on effect on the flames, however total immersion in water immediately lowers the strength of the flames by 1 step, and decreases the time it takes for the flames to weaken to 1 round.

Wrath of Thunder
School: Evocation (Electricity)
Range: Long (400ft +40ft/level)
Area: Cylinder (30ft radius, reaches up to the clouds (see text))
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Description:You call down a mighty thunder strike to bring judgment on your enemies. All creatures in the area are dealt 2d8/ level points of damage. Half this damage is electricity damage, and the other half is from divine energy, meaning it cannot be reduced by damage reduction or resistance. Creatures that are reduced to 0 hit points or less are disintegrated as per the Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm) spell. A successful Reflex save reduces the damage by half, but does not negate the disintegration effect. When this Power is used underground, pitch-black thunder clouds appear against the ceiling from which the lighting strikes.

Mithril Leaf
2012-07-31, 10:33 AM
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.

RoyVG
2012-07-31, 10:56 AM
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 :smalleek:. 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.

togapika
2012-07-31, 09:34 PM
I love the Infamous series, but this poses a serious question.
Why would anyone play this class over a warlock?

RoyVG
2012-08-01, 05:37 AM
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:
http://i1.kym-cdn.com/photos/images/original/000/234/765/b7e.jpg

Mithril Leaf
2012-08-02, 09:47 AM
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.

wayfare
2012-08-02, 10:17 AM
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.

RoyVG
2012-08-03, 05:13 AM
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.


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 :smalleek::smallbiggrin:

al'raith
2012-08-06, 06:32 PM
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

togapika
2012-08-07, 11:34 PM
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

RoyVG
2012-08-08, 12:28 PM
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 :smalltongue:


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

Mithril Leaf
2012-08-08, 10:55 PM
I'm actually still busy revamping this class (quite a bit actually). maybe this will motivate me to actually continue on it :smalltongue:



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.

RoyVG
2012-08-11, 08:29 AM
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?

Tarsten Corvus
2012-12-25, 09:26 PM
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

RoyVG
2012-12-27, 07:24 AM
http://gbatemp.net/pix/232152/raise_thread.jpg

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.


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.

ShadowFireLance
2012-12-28, 12:52 PM
This, is Awesome, Going to use it now.
Or...Could have Half My players Go this, And Half Go This (http://www.giantitp.com/forums/showthread.php?t=121333).......

RoyVG
2012-12-28, 06:27 PM
This, is Awesome, Going to use it now.
Or...Could have Half My players Go this, And Half Go This (http://www.giantitp.com/forums/showthread.php?t=121333).......

I see what you did there :smallwink:.

Afool
2012-12-28, 07:01 PM
(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
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 :smallbiggrin:). (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 :smallsmile:.

RoyVG
2012-12-30, 09:00 AM
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 and I just forgot about it


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 :smallbiggrin:). (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.


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.


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.

Morph Bark
2012-12-30, 09:14 AM
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.

RoyVG
2013-01-01, 01:16 PM
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.