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View Full Version : The Dimensional Conduit [3.5 Base Class, PEACH] “why limit yourself?"



kanachi
2012-09-14, 12:17 PM
The Dimensional Conduit

http://conceptartworld.com/wp-content/uploads/2011/05/Goran_Josic_10a.jpg

"You talk of a world of possibilities… I ask: why limit yourself to only one world?" - The one of many.


Across the infinite web of parallel dimensions there occasionally comes one who bridges them together and, through forces unknown, acts as a dimensional gateway. These rare few impact not only their own plane of existence, but forge a destiny which ripples across the endless worlds of creation.

Some are born, some find such power by accident and others strive for many years to achieve such insight. The result however is always the same… The individual becomes aware of the great nexus which links them to their dimensional counterparts who are in turn are drawn to offer their assistance.

Some speculate that such individuals are in fact being presented with a trans-dimensional trial, which will determine not only their own fate but that of each and every other double across the all endless worlds.

This character class details the dimensional conduit, who functions as a gateway for their dimensional counterparts (henceforth referred to as doubles) to enter and influence the world. It’s important to note when reading this class that the conduit and all their doubles are separate entities from one another and thus do not share any abilities or other aspects unless specifically detailed.


Adventures: Those who draw upon their dimensional doubles can see themselves in infinite form - sometimes as the hero and sometimes as the villain. They become aware of a link binding them together with all such versions of themselves and see these worlds being drawn into their own. Such powerful forces demand answers and the conduit will not rest until they are revealed.


Characteristics: A dimensional conduit is no mere jack of all traits, they are a diverse and focused mass of driven individuals acting as one. While they may be hewn from the same stone each double has been sculpted by a life time of experiences and are, as a result, entirely unique individuals. Each one is both as flawed and perfected as any creature, for they have been shaped by a life unseen in a world beyond our own.

A dimensional conduit draws upon their doubles, calling them for their aid and channelling their multitude of skills to unlock their combined destiny.


Alignment: Anyone can become a dimensional conduit, but few remain unaffected by the profound change it represents. To see oneself in infinite form - both at your most noble and most vile - is in itself a provocative experience indeed, from which some never truly recover from.

A lawful conduit likely sees a greater pattern or logic presenting itself to them, an order which spans dimensions yet still holds true. In contrast a chaotic conduit sees only the vast turmoil of existence, repeated and recycled endlessly, where the smallest moment can change a world forever.

Dimensional conduits can use there “gift” (or curse, depending on their outlook) for almost any end. Some become truly evil, viewing themselves as a greater being that has transcended mortal ties whilst other are humbled by the immeasurable scale of their vision and thus strive to better themselves and the lives of others.


Religion: Dimensional conduits have seen one of the great divides of creation unravel before their very eyes. They have peered into the endless space beyond the known world and witnessed the true immensity of existence – few can comprehend their vision and none are able to find the words to express it. Some may well turn to a deity for answers, but most begin to trust in something greater still, the raw forces of existence, time and space themselves.


Background: Most dimensional conduits are unfortunate victims of cosmic events beyond mortal comprehension. They are often little more than individuals who stumbled into the wrong place at the wrong time and, as a result, witness the dimensional vale they once knew sunder before their eyes.

Some are born this way or grow into it upon reaching maturity. These individuals often stem from ancient and unusual bloodlines, touched by events beyond their own dimension. Some may even have ties to dimensions beyond their birthplace and thus see the great nexus linking them to the infinite worlds.

A rare few actively seek out such insight, unlocking secrets so alien in their nature that none truly know what they will unleash until it is too late. These individuals roam the world, skimming he boundaries of creation and drawing upon the combined wisdom of their doubles to find greater answers.


Races: A character born of any race can find themself enveloped by the infinite worlds.

Hievarlans (new race, see below) come from a lost dimension. Their exile has allowed them to witnessed the energies which link one dimension to another and, as a result, often find themselves drawn to the life of a dimensional conduit.


Other Classes: Most find the dimensional conduits connection with unseen worlds to be unnerving. Those who travel with them often find it difficult to accept that a world exists where their own doubles not only exist but, in infinite instances, acts in a way utterly contrary to their own beliefs.

Those without understanding of such powers may perceive the conduit to merely be eccentric individuals with an unusual multiple personality disorder. Other more learned or worldly individuals likely view them with a mixture of interest, pity and caution.


Role: A dimensional conduit is no mere dilettante with a broad array of interests. They are a union of individuals, each of whom have developed their skills over a lifetime of experience. They are a collective of understanding with a range as infinite as the many worlds themselves, each one unique - in every way.

The dimensional conduit is the gateway through which their parallel selves may enter this world. As she gains experience, she is able to contact more doubles who will in turn expand her flexibility. Ultimately a conduits success is dependent upon the union they forge with those doubles they choose to form a link with.


Adaptation: The dimensional conduit could easily be re-purposed as a shape shifter of sorts or have their powers explained in more magical terms. Perhaps they draw upon inspiration from past lives, or maybe they use some form of chronomancy to move back through time and alter their own experiences and skill set.

The alternate dimensions themselves could also be altered from near infinite to a simple few, thereby reducing the range and makeup of the doubles they may call upon.


GAME RULE INFORMATION

The Dimensional Conduit has the following game statistics.

Abilities: Conduits often rely upon the powers of their doubles but should not neglect their own abilities as such a conduit should pursue a good strength score to prove them with an offensive option. Dexterity and Constitution scores will also provide a conduit with improved defence and resilience against incoming attacks. Intelligence should not be neglected as it allows a conduit to bolster their skills.

Alignment: Any.

Hit Die: d8

Starting Age: As rogue.

Starting Gold: As cleric.

Class Skills
The Dimensional Conduit's class skills (and the key ability for each skill) are:
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language, Spot (Wis), Swim (Str) and Use Magic Device (Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Dimensional Conduit
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Doubles|Double Level

1st|
+0|
+2|
+2|
+2|Dimensional double|
1|
1

2nd|
+1|
+3|
+3|
+3|Dimensional guidance (+1), Planar lore|
1|
2

3rd|
+2|
+3|
+3|
+3|Rift stride (10-feet), Warp shield (+4)|
1|
3

4th|
+3|
+4|
+4|
+4|Dimensional pocket, Riftweave weapon (+1)|
2|
3

5th|
+3|
+4|
+4|
+4|Void keeper (10%)|
2|
4

6th|
+4|
+5|
+5|
+5|Worlds collide|
2|
5

7th|
+5|
+5|
+5|
+5|Dimensional Grasp, Dimensional guidance (+2)|
2|
6

8th|
+6/+1|
+6|
+6|
+6|Riftweave weapon (+2), Void keeper (20%), Warp shield (+5)|
3|
6

9th|
+6/+1|
+6|
+6|
+6|Beyonder, Rift stride (15-feet)|
3|
7

10th|
+7/+2|
+7|
+7|
+7|Endless worlds (1 double)|
3|
8

11th|
+8/+3|
+7|
+7|
+7|Void keeper (30%)|
3|
9

12th|
+9/+4|
+8|
+8|
+8|Dimensional guidance (+3), Riftweave weapon (+3)|
4|
9

13th|
+9/+4|
+8|
+8|
+8|Between worlds, Warp shield (+6)|
4|
10

14th|
+10/+5|
+9|
+9|
+9|Void keeper (40%)|
4|
11

15th|
+11/+6/+1|
+9|
+9|
+9|Endless worlds (2 doubles), Rift stride (20-feet)|
4|
12

16th|
+12/+7/+2|
+10|
+10|
+10|Riftweave weapon (+4), One of many (+2)|
5|
12

17th|
+12/+7/+2|
+10|
+10|
+10|Dimensional guidance (+4), Void keeper (50%)|
5|
13

18th|
+13/+8/+3|
+11|
+11|
+11| Warp shield (+7)|
5|
14

19th|
+14/+9/+4|
+11|
+11|
+11|One of many (+4)|
5|
15

20th|
+15/+10/+5|
+12|
+12|
+12| Dimensional unity, Endless worlds (3 doubles), Riftweave weapon (+5)|
6|
15
[/table]


Class Features
All of the following are class features of the Dimensional Conduit.


Weapon and Armour Proficiencies: A Dimensional Conduit is proficient with all simple and martial weapons. Dimensional Conduit's are proficient with both light and medium armour and shields (except tower shields).


Dimensional Double (Su):

The dimensional conduit, is not a single character, they are a collection of characters who share this class as a gateway, through which they can enter the campaigns dimension. While each of these characters are essentially a duplicate of the same entity, the differing circumstances native to their home dimensions have lead them to forge a unique life time of experiences. As a result no two doubles are ever truly the same and can often hold quite unique world views.

The conduit is unique in from all their doubles as they act as a focal point which bridges these dimensions and links their alternate selves to one another. The conduit is the version of the character native to the campaigns dimension and acts as the default representative of their persona.

Drawing a Double.

At first level the character searches the infinite worlds and reaches out to their first double, who the controlling player constructs by generating an additional character sheet.

The character they create must share both the same race and age as the conduit and may not utilise any templates which suggest that they have a different lineage or bloodline to conduit. In essence the conduit and all her doubles must have been identical at the time of birth. Thus a conduit with a racial template (such as a half dragon) would also have this template active upon all their doubles. However, templates which may be applied to a creature after the time of birth (becoming a lich for example) could exist upon a conduit or a double without necessarily existing upon every double.

Each double may be formed as though they were a unique character in their own right - having ability scores, class levels (see below), feats, skill and other such factors which differ from the conduit.

Amidst the chaos and turmoil of the infinite dimensions only those with a clear focus towards a singular path draw the conduits attention. As a result a double may only possess class levels from a single class. However, they are permitted to diverge into, and gain levels within, a single prestige class (should they qualify).

At later levels the conduit forges a link with additional doubles that will in turn require their own character sheets, following the above rules. The main class table shows the levels at which new doubles are gained. Once a conduit forges a link with a double their vision of similar doubles blurs and fades, making it impossible for any two doubles to share a level in the same class (or prestige class).

Though it may be possible for multiple conduits of the same entity to exist (indeed the nature of the infinite dimensions demands that there are indeed infinite conduits) no two conduits may link to one another. This means that none of a conduit’s doubles may possess any levels in this class.

As the conduit gains levels in this class their doubles may also increase in level. All of a conduits doubles are deemed to increase in level simultaneously. Doubles drawn into a dimension by a conduit often experience a fractured and disjointed life, which over time causes them to increase in level at a slower rate, as shown by the main class table.

Items and Class Abilities

Though a double may own items, equipment or other assets within their home dimension, none of it travels with them into the conduits dimension. This includes spell books, spell components, holy symbols and other such items. A double instead takes possession of the conduits possessions when called upon and thus should only have these items reflected upon their respective character sheets.

Aspects of a doubles class which are not directly born from the double themselves cannot travel into the conduits dimension. This includes familiars, mounts and animal companions. However, a double may spend actions to summon objects or creatures once they arrive within the conduits dimension, provided they have time.

Replacing Existing Doubles.

At 6th, 12th and 18th level the conduit may gaze into eternity and there substitute one of their existing doubles for a replacement of identical level. The replacement double is created just like any other double and may use the same classes and prestige classes the substituted double used.

Calling Forth a Double.

The conduit may, as a full round action, activate one of their doubles. Immediately after performing this action the chosen double replaces the conduit and adopts the exact same body position the conduit previously held. The double then immediately performs their turn’s actions (as directed by the conduit) before being replaced by the conduit. The conduit may then perform any other actions, if they are able, before ending their turn and allowing the initiative order to proceed as normal.

Essentially the conduit spends a full round action to substitute these actions for a full turn of actions as their chosen double. It’s important to note that the conduit still both initiates and concludes their turn so the double is therefore never in play beyond this brief period of time.

A double enters play wearing or holding all of the conduits items, including any restraints (such as manacles). Doubles with aspects of their character that differ from the conduit (such as their alignment) may find that items respond differently when in their possession.

Activating a double draws no attacks of opportunity.

When a double enters play it should be regarded as an entirely separate creature, who does not share any bonuses or penalties affecting the conduit that preceded them. They may however emerge in any number of situations which would affect a creature freshly introduced to the field, including finding themselves in the midst of a grapple or an environment which requires them to make a saving throw.

A double is not able to perform any actions in their home dimension which will benefit them in the conduits dimension, including casting spells to bolster their defences before they arrive. Such effects are stripped away by the powerful rifts through which the double is drawn.

Any affects (positive or otherwise) which exist upon the conduit remain unaffected by the emergence of a double. These affects therefore re-enter play - with the conduit - upon the conclusion of the doubles actions.

Playing as a Double.

As soon as a double enters play they may perform a full range of actions as though their turn had just begun. However, the double cannot sustain its presence within the conduits dimension for long and therefore must return to its home dimension at the end of their turn - thus any actions they attempt to perform which extend beyond this period will immediately fail.

The doubles fleeting existence within the conduits home dimension may not be extended by any means. Any attempts to grant then further actions (even through the manipulation of time) immediately fail.

At the end of the doubles turn they are immediately swapped for the conduit, who returns to exactly the same location and holds exactly the same body position as the double they are replacing. This dimensional swap is instantaneous and draws no attacks of opportunity. The conduit may then perform any other actions, if they are able, before ending their turn and allowing the initiative order to proceed as normal.

Essentially the conduit spends a full round action to substitute these actions for a full turn of actions as their chosen double. It’s important to note that the conduit still both initiates and concludes their turn so the double is therefore never in play beyond this brief period of time.

Doubles and Spells (and Psionics).

A double does not draw their magical energy from the conduits dimension or from the manifestation they temporarily hold within that realm. Instead a double draws such powers from their own dimension and thus finds expressing it within the conduits realm much more challenging. As a result a double may never cast a spell of greater than 7th level.

Furthermore the conduit must act as a gateway between their spell casting doubles and the dimension from which they are attempting to draw such power. As a result a conduit may only allow their doubles to cast a certain number of spells of each level per day as shown on the table below:

Spells per Day
{table=head] Level|.0.|1st|2nd|3rd|4th|5th| 6th| 7th

1st|2|1|-|-|-|-|-|-
2nd|3|2|-|-|-|-|-|-
3rd|3|3|-|-|-|-|-|-
4th|4|4|1|-|-|-|-|-
5th|4|5|2|-|-|-|-|-
6th|4|6|3|-|-|-|-|-
7th|4|6|4|1|-|-|-|-
8th|5|6|5|2|-|-|-|-
9th|5|6|6|3|-|-|-|-
10th|5|6|6|4|1|-|-|-
11th|5|6|6|5|2|-|-|-
12th|5|6|6|6|3|-|-|-
13th|5|6|6|6|4|1|-|-
14th|5|6|6|6|5|2|-|-
15th|5|6|6|6|6|3|-|-
16th|6|6|6|6|6|4|1|-
17th|6|6|6|6|6|5|2|-
18th|6|6|6|6|6|6|3|-
19th|6|6|6|6|6|6|4|1
20th|6|6|6|6|6|6|5|2
[/table]

In effect each time a double uses a spell they are in fact utilising a spell slot provided by the conduit as well as one of their own.

If a double possesses the Versatile Spellcaster ability they may use this ability as though the conduits remaining spells per day allowance were their own. For example they may use 2 of the conduits 1st level slots to fuel a 2nd level spell.

The manifestation of a psionic power is deemed equivalent to the casting of a spell of the same level and, as a result, similarly uses up an available spell slot.

Doubles vs Incoming Damage and Other Effects.

If a doubles sustains 1 or more hit points of damage whilst within the conduits dimension their turn ends immediately, causing the conduit to return and replace them (as described above). All but 1 point of this damage is then inflicted upon the conduit upon their return.

A double who sustains damage may not be called into action again for the rest of the encounter or for a period of 1 minute (whichever is occurs first).

A double may never ever exist within the conduits dimension for a period which extends beyond their allotted time and will immediately shift back to their own dimension if incapacitated or hindered in a way which would cause them to do so. Such a double may not be called into action again for the rest of the encounter or for a period of 1 minute (whichever is occurs first).

All effects (for good or ill) which were active upon the double whilst within the conduits dimension are automatically cancelled when they return to their home dimension. The double immediately reverts back to their previous state before they travelled to the conduits. Even doubles slain within the conduits dimension are return to their home alive. However, doubles do feel pain and can therefore be as emotionally affected as any other creature when placed in a traumatic situation.

Doubles as a Disguise.

Though both the double and the conduit were born genetically identical an entire life time of experiences can lead them to appear quite different, the amount by which they differ physically can therefore vary wildly. Generally speaking a double who has different strength, constitution or dexterity scores from the conduit will likely hold a noticeably different yet still vaguely similar appearance. Other aspects, such as the application of a lich template to a double can produce far more obvious physical differences to the conduit.

If a double retains some similarity to the conduit they may attempt a disguise check to fool onlookers into thinking they are in fact the conduit. Those who appear almost identical receive a +10 bonus to such disguise checks whilst those whom only appear vaguely similar only receive a +4 bonus.


Doubles outside of an encounter

A double may be drawn into the world beyond the confines of an encounter, however their existence within the conduits dimension is so fleeting that they struggle at times to influence the world. As a result they are not able to utilise their skills on any task which requires more than a few seconds to perform. The sudden impact of crossing the dimensional boundary confounds any attempt to combine their skills with the conduit or another doubles actions.

Even though a double may be repetitively drawn into the world by a conduit they experience a disjointed existence, as a result they may not perform any physical demanding of intricate actions effectively across this prolonged period of time (such as crafting an item, manipulating a lock). The constant fluttering in an out of the conduits dimension also confounds any attempts at prolonged awareness by a double, its therefore the conduit and not an active double who performs spot and listen checks.

None physical actions, such as speaking are unrestricted by the constant dimensional crossovers and as a result a double may communicate and share their knowledge with other creatures. However, as their knowledge is based off dimensions which differ from the conduits these knowledge checks are performed at a penalty, as shown below:


If the doubles dimension is near identical to the conduits: -1
If the doubles dimension is similar to the conduits: -2
If the doubles dimension is quite different to the conduits: -4
If the doubles dimension is alien to the conduits: -8

Ultimately a double may only be drawn into the world outside of an encounter to perform any action they would be able to achieve within a few seconds. This includes casting spells and using psionic powers.


Dimensional Guidance (Su):

Upon reaching 2nd level the conduit learns to draw inspiration from its infinite doubles without drawing upon a singular individual.

A conduit who has chosen not to activate a double this turn they may, as a free action, select one of the following aspects to receive a +2 insight bonus upon until the start of their next turn. The aspects the conduit may choose are:


Attack rolls
Saving throws
Armour Class

However, a conduit who chooses to benefit from this ability immediately becomes incapable of activating a double until the start of their next turn. In essence each turn the conduit must choose to either benefit from this ability or utilise a double (they may never benefit from both abilities in the same round).

For every 5 Additional levels the conduit gains within this class the bonus provided by this ability increases by 1 (+3 at 7th level, +4 at 12th level and +5 at 17th level).


Planar Lore (Ex):

Starting at 2nd level the conduit’s understanding of the dimensional weave gives them insight into the multiverse and its many realms. As a result the conduit receives a bonus to all Knowledge [the planes] equal to half their dimensional conduit class level.


Rift Stride (Su):

Upon reaching 3rd level the conduits bond with the dimensional weave allows them to step through rifts unseen by other beings, using them to move short distances. The conduit may, as a swift action, move 10'. This movement is instant and while moving she is not observable and may not interact with the plane nor can the plane interact with her.

Later at the distance the conduit may move increases by 5 feet every 6 levels (15 feet at 9th level and 20 feet at 15th level).

The conduit may not utilise this ability if restrained or grappled and must have a line of sight to their destination.


Warp Shield (Su):

Upon reaching 3rd level doubles who enter the conduits dimension can envelope themselves with a dimensional shield when entering combat.

Any double gains a +4 bonus to their AC against attacks of opportunity provoked either by moving or initiating a bull rush. This bonus to armour class increases by +1 at 8 level and every 5 levels thereafter (+5 at 8th level, +6 at 13th level and finally +7 at 18th level).


Dimensional Pocket (Su):

Upon reaching 4th level the conduit gains access to a small pocket dimension between the normal planes of existence.

Once per turn the conduit may, as a free action, move any one item within their hands into a dimensional pocket, accessible only to them. The dimensional pocket may hold a total weight of 10 pounds per level (to a maximum of 200 pounds at 20th level).

Additionally once per turn a single item may, as a free action, be retrieved from the dimensional pocket by the conduit. The retrieved item emerges within the conduits hands. If the conduit has no free hands they may not retrieve items from the dimensional pocket.

If a conduit’s dimensional pocket is suppressed, by an antimagic field for example, it will become temporarily inaccessible to the conduit. Items which offer links to extra dimensional spaces, such as a bag of holding, may not be placed into a dimensional pocket.


Riftweave Weapon (Su):

Beginning at 4th level the conduit’s doubles gains the ability to, as a free action, summon forth a single riftweave weapon whenever they activated.

The double may summon one weapon they are proficient with to a free hand (if they have no free hands the ability fails). If they choose to summon a projectile weapon, it comes with 10 bolts, cartridges, arrows, bullets, or whatever serves as the most appropriate projectile.

Weapons summoned by this ability gain a +1 enchantment bonus to their both attack and damage rolls. Additionally for every 4 further levels the conduit gains within this class the bonus provided by this ability increases by +1 (+2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level).

Weapons summoned by this ability are made of riftweave, a trans-dimensional material which can mimic the form of metal and wood yet has the appearance of raw solidified energy. Riftweave weapons are considered magic for the purposes of overcoming damage reduction and also extend into the ethereal realm, functioning normally against any creatures present there.

The summoned weapon (and all projectiles summoned with it) persist only while the chosen double is in play, after which they vanish.


Void Keeper (Su):

At 5th level the conduit observes the rifts and weaves of the infinite dimensions and can interpret their motions, allowing them to act against methods of extradimensional travel in their locality.

Any creature within 20 feet of the conduit who attempts to use a method of extradimensional travel has a 10% chance of their action failing. The conduit may opt to suppress this ability as a free action if they so choose.

Forms of movement hindered by a this ability include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.

Later at 8th levels and every three level beyond (until 17th level) the chance of such abilities failing increases by 10% (20% at 8th level, 30% at 11th level, 40% at 14th level and finally 50% 17th level).


Worlds Collide (Su):

Upon reaching 6th level the conduit may, Once per encounter when activating a double, pull them into their dimension with such force that a rift between the worlds detonates as 20 foot emanation centred upon the doubles location.

All other creatures and unattended objects within this area must overcome a reflex save (DC = 10 + half the conduits class level + half the chosen doubles character level) or pushed back 5 feet, knocked prone and sustain 1d6 force damage for each character level the chosen double possesses.

A creature who successfully overcomes this save suffers only half the full damage and is neither pushed back or knocked prone. Creatures with evasion (and improved evasion) may deploy that ability, as normal, against this effect to lessen or avoid the damage it inflicts.

Using this ability expends the move action of the chosen double as they take time to steady themselves after such a turbulent entry into the conduits dimension.

Only a double called to temporarily replace the conduit (and not those summoned using the Endless Worlds ability) may be targeted by this ability.


Dimensional Grasp (Sp):

A conduit who reaches 7th level may, as a standard action, cast the dimensional anchor spell as though they were a wizard with a caster level equal to their dimensional conduit class level.


Beyonder (Sp):

A conduit who reaches 9th level understands how to safely traverse the rifts linking differing planes of existence, time and space.

Once per day the conduit may, as a standard action, cast either the plain shift or teleport spells as though they were a wizard with a caster level equal to their dimensional conduit class level.

Unlike the either of these spells however the conduit is not required to physically touch creatures to transport them and may instead target creatures up to 30 feet away as a ranged touch attack. Targeted creatures are still permitted saving throws and allowed the opportunity to use any spell resistance they may have as normal.

You may utilise this ability twice per day upon reaching 13th level and a third time at 17th level.


Endless Worlds (Su):

A conduit who attains 10th level learns to draw their doubles into the world without substituting their own involvement. The conduit may, once per encounter, summon one of their doubles into any free space within 30 feet of their current position as a standard action. The Double may then immediately act as normal, returning to its home dimension upon concluding its actions.

Later at 15th level the conduit may use this ability to summon two of their doubles and finally upon reaching 20th level they may summon a third double.

Summoned doubles appear wearing no armour or possessing any items (including spell books, spell components and holy symbols) of their own. Instead they emerge in clothing forged from riftweave, which offers a +1 Enchantment bonus to armour class for every 4 character levels the double possesses. Each double may also opt to emerge wielding a single weapon forged from riftweave as if the conduit had utilised the riftweave weapon ability for each double.

If a double summoned in this way sustains 1 or more hit points of damage whilst within the conduits dimension their immediately return to their home dimension. Unlike a double who takes the conduits position none of the excess damage flows over to the conduit when a summoned double is struck.

All doubles have a fleeting existence within the conduits home dimension and thus may not extend their time here by any means. Any attempts to grant further actions to either a double or the conduit (even through the manipulation of time) immediately fail.


Between Worlds (Su):

Starting at 13th level the conduit learns to survive and travel within the space between dimensions. Once per hour the conduit may, as a swift action, become ethereal for 1 round.

This ability does not extend to the conduits doubles, who do not appear in an ethereal state. The conduit however will remain ethereal so it’s therefore possible for a conduit to become ethereal, activate a double (who emerges in a non-etherial state) before returning once more – still in ethereal form.

If the conduit should move or find themselves further than 30 feet from their original location whilst in ethereal form this ability will immediately end.


One of Many (Su):

Starting at 16th level the conduit learns to act as an intermediary between the infinite versions of them self and their doubles, sharing experiences, motivation, insight and tactical suggestions. As a result a double receive a +2 insight bonus to all their attack rolls and saving throws for the duration of their existence within the conduits dimension. Later at 19th level this bonus increases to +4.


Dimensional Unity (Su):

At 20th level the conduit has learned to meld their many selves into a seamless dimensional confluence, allowing their many doubles to take action in the blink of an eye.

Once per day the conduit may, as a full round action, activate all their doubles - one after the other – as if using their dimensional double ability a number of times equal to their total number of doubles.

Each of the conduits doubles may only be used once and may only perform a single move or standard action instead of a full round action.

The intense strain of performing this action causes the conduit to become fatigued upon conclusion of the final doubles action. This effect persists until the end of the encounter.

kanachi
2012-09-14, 12:18 PM
Magic User Dimensional Conduit

Dimensional conduits have no fixed path involved in the unlocking of their secrets. As a result the following class represents a conduit who chooses to learn the art of spell craft at the expence of their martial skill. Apart from where detailed the two versions of the class function identically.

Both classes can be multiclassed together at no experience penalty. Additionally the following aspects of both classes stack together:


The quantity and level of the doubles the conduit may bring into play.
The conduit’s special class features


All other aspects of the two classes including base attack bonus, saves and spell progression act as they normaly would if multclassed together.

The Dimensional Conduit (Spell Casting Version):


GAME RULE INFORMATION

The Dimensional Conduit has the following game statistics.

Abilities: Unlike a martial conduits these magic users have an ability which demands their focus, Charisma. Though the conduit will often rely upon the powers of their doubles they should not neglect their own abilities and thus should pursue a good strength score to prove them with an offensive option. Dexterity and Constitution scores will also provide a conduit with improved defence and resilience against incoming attacks. Intelligence should not be neglected as it allows a conduit to bolster their skills.

Alignment: Any.

Hit Die: d6

Starting Age: As rogue.

Starting Gold: As cleric.

Class Skills:
The Dimensional Conduit's class skills (and the key ability for each skill) are:
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (The planes) (Int), Knowledge (Arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language, Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).


Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Dimensional Conduit
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Doubles|Double Level

1st|
+0|
+0|
+0|
+2|Dimensional double|
1|
1

2nd|
+1|
+0|
+0|
+3|Dimensional guidance (+1), Planar lore|
1|
2

3rd|
+2|
+1|
+1|
+3|Rift stride (10-feet), Warp shield (+4)|
1|
3

4th|
+3|
+1|
+1|
+4|Dimensional pocket, Riftweave weapon (+1)|
2|
3

5th|
+3|
+1|
+1|
+4|Void keeper (10%)|
2|
4

6th|
+4|
+2|
+2|
+5|Worlds collide|
2|
5

7th|
+5|
+2|
+2|
+5|Dimensional Grasp, Dimensional guidance (+2)|
2|
6

8th|
+6/+1|
+2|
+2|
+6|Riftweave weapon (+2), Void keeper (20%), Warp shield (+5)|
3|
6

9th|
+6/+1|
+3|
+3|
+6|Beyonder, Rift stride (15-feet)|
3|
7

10th|
+7/+2|
+3|
+3|
+7|Endless worlds (1 double)|
3|
8

11th|
+8/+3|
+3|
+3|
+7|Void keeper (30%)|
3|
9

12th|
+9/+4|
+4|
+4|
+8|Dimensional guidance (+3), Riftweave weapon (+3)|
4|
9

13th|
+9/+4|
+4|
+4|
+8|Between worlds, Warp shield (+6)|
4|
10

14th|
+10/+5|
+4|
+4|
+9|Void keeper (40%)|
4|
11

15th|
+11/+6/+1|
+5|
+5|
+9|Endless worlds (2 doubles), Rift stride (20-feet)|
4|
12

16th|
+12/+7/+2|
+5|
+5|
+10|Riftweave weapon (+4), One of many (+2)|
5|
12

17th|
+12/+7/+2|
+5|
+5|
+10|Dimensional guidance (+4), Void keeper (50%)|
5|
13

18th|
+13/+8/+3|
+6|
+6|
+11| Warp shield (+7)|
5|
14

19th|
+14/+9/+4|
+6|
+6|
+11|One of many (+4)|
5|
15

20th|
+15/+10/+5|
+6|
+6|
+12| 5 World Step, Endless worlds (3 doubles), Riftweave weapon (+5)|
6|
15
[/table]

Class Features
All of the following are class features of the Dimensional Conduit.


Weapon and Armour Proficiencies: A dimensional conduit is proficient with all simple weapons and a single martial weapon of their choice. Conduit's are proficient with light armor and shields (except tower shields). A conduit can cast any of the spells upon the conduit spell list (see below) while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a conduit wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (as most do). A multiclass conduit still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Spells:
A conduit casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the conduit spell list given below. They can cast any spell they know without preparing them ahead of time the way a cleric or wizard must. When a conduit gains access to a new level of spells, they automatically know all the spells for that level listed on the conduit’s spell list. Essentially, their spell list is the same as their spells known list.

To cast a spell, a conduit must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1stlevel spells, and so forth). The Difficulty Class for a saving throw against a conduit’s spell is 10 + the spell’s level + the conduit’s Charisma modifier.

Like other spellcasters, a conduit can cast only a certain number of spells of each spell level per day. However a conduit casts her spells by using the spell slots given in the Dimensional Double class feature entry “Doubles and Spells (and Psionics)”. Essentially both the conduit and any of her spell casting doubles share the same pool of spell slots.

Upon reaching 5th level, and at every 5 levels thereafter (10th, 15th and 20th), a conduit can choose to learn a new spell, taken from the sorcerer/wizard spell list, in place of one that they already know. In effect, the conduit "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A conduit may only swap a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a cleric or a wizard, a conduit need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for that spell level.


Conduit spell list:
0-Level Conduit Spells:
Amanuensis*, Daze, Ghost Sound, Light, Message, Minor Disguise*, Prestidigitation, Touch of fatigue.

1st-Level Conduit Spells:
Appraising Touch*, Benign Transposition*, Cheat*, Comprehend Languages, Confusion (Lesser), Dimension Hop*, Disguise Self, Distract Assailant*, Endure Elements, Erase, Expeditious Retreat (Swift)*, Identify, Lightfoot*, Master’s Touch*, Obscure Object, Phantom Threat*, Reality Rift (Lesser)**, Serene Visage*, Silent Image, Snake’s Swiftness*, Summon Monster I, True Strike, Undetectable Alignment, Unseen Servant, Ventriloquism, Weapon Shift*.

2nd-Level Conduit Spells:
Baleful Transposition*, Bear’s Endurance, Blur, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendour, Fly (Swift)*, Fox’s Cunning, Invisibility (Swift)*, Minor Image, Mirror Image, Misdirection, Owl’s Wisdom, Scare, Snake’s Swiftness (Mass), Speak to Allies*, Summon Monster II, Tongues, Wraithstrike*.

3rd-Level Conduit Spells:
Anticipate Teleportation*, Avoid Planar Effects*, Blink, Dimension Step*, Dispel Magic, Displacement, Fly, Major Image, Nondetection, Reality Rift**, Summon Monster III, Unluck*.

4th-Level Conduit Spells:
Attune Form*, Detect Scrying, Dimension Door, Globe of Invulnerability (Lesser), Invisibility (Greater), Minor Creation, Perinarch*, Phantasmal Killer, Scramble Portal*, Scrying, Spell Enhancer*, Summon Monster IV.

5th-Level Conduit Spells:
Contact Other Plane, Dismissal, Fly (Mass)*, Mage’s Private Sanctum, Major Creation, Persistent Image, Planar Tolerance*, Reality Rift (Greater)**, Sending, Summon Monster V, True Seeing.

6th-Level Conduit Spells:
Dispel Magic (Greater), Forceful Hand, Globe of Invulnerability, Interplanar Telepathic Bond*, Make Manifest*, Permanent Image, Repulsion, Summon Monster VI, True Seeing.

7th-Level Conduit Spells:
Banishment, Dimensional Lock, Ethereal Jaunt, Planar Bubble*, Plane Shift, Project Image, Scrying (Greater), Summon Monster VII, Teleport (Greater), Teleport Object.

*: spells found outside the SRD (See the spell compendium).
**: new spells detailed below.


Reality Rift (Lesser)

Conjuration (Creation)
Level: Conduit 1.
Components: V, S.
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels).
Target: 5-ft. cubic space.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustain 1d6 damage. A creature may only sustain the damage inflicted by this spell once each round.

The caster of this spell may only form a rift in a space which they have a line of sight to.

Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.

For every two caster levels beyond 1st, the rift deals an additional 1d6 points of damage: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.


Reality Rift

Conjuration (Creation)
Level: Conduit 3.
Components: V, S.
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels).
Target: 10-ft. cubic space.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustain 1d6 damage for every 2 caster levels the caster possesses. A creature may only sustain the damage inflicted by this spell once each round.

The caster of this spell may only form a rift in a space which they have a line of sight to.

Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.


Reality Rift (Greater)

Conjuration (Creation)
Level: Conduit 5.
Components: V, S.
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels).
Target: 10-ft. radial space.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: No.

Drawing your hands slowly apart from one another you shatter reality in a 5-ft. cubic space. A small swirling rift fills this area striking out at all whom enter.

Upon casting this spell you may select a single 5-foot cubic space and fill it with a dimensional rift. Any creatures either within this space at the time of casting or who enter it for the duration of the spell immediately sustains 15d6 damage. A creature may only sustain the damage inflicted by this spell once each round.

The caster of this spell may only form a rift in a space which they have a line of sight to.

Each caster may only have 1 reality rift (of any size) in play at any point in time. Producing a new rift immediately winks any other rift they may have created from existence.

A caster may only form a rift if they have moved no further than 5 feet from their starting position at the beginning of their turn. Additionally casting this spell prevents the caster from moving for the rest of their turn. This does not exhaust the move action however, it simply prevents them from using this action to move.




Feats

General feats
{table=head]Name|Prerequisites|Benefit

Bridging the Void | Knowledge (The Planes) 8 ranks | Gain a double

Dimensional Alertness | The ability to bring at least 1 dimensional double into play | +1 initiative and spot for each double you have

Dimensional Soul | 1 or more level in the Conduit character class | Gain up to 4 effective conduit levels with regard to your dimensional doubles

Fate of Many | The ability to bring at least 1 dimensional double into play, Knowledge (The Planes) 8 ranks | Increase the level of 1 double
[/table]

Bridging the Void


Prerequisite: Knowledge (The Planes) 8 ranks.

Benefit: You gain the ability to draw forth a dimensional double. This ability functions identically to the Conduit’s dimensional double class feature except it only provides the character with a single double whose level is always equal to half the creature’s character level (rounded down).

Special: You may take this feat multiple times, each of which grants you 1 access to 1 additional double.

If the creature should take class levels in the Dimensional Conduit class the double provided by this racial ability will function just like any other double the Conduit has formed a link with (essentially giving the conduit an additional double to draw upon, albeit one of significantly lower level).

This feat may not be selected by a creature who is themselves a double.


Dimensional Alertness


Prerequisite: The ability to bring at least 1 dimensional double into play.

Benefit: You receive a +1 initiative and +1 spot bonus for each double you are able to draw into play.


Dimensional Soul


Prerequisite: 1 or more level in the conduit character class.

Benefit: You may advance the quantity and level of your Dimensional Double class feature as if you were a conduit of up to 4 levels greater than your existing conduit level. Your effective conduit level for calculating this adjustment may not exceed your total character level. However, if your total character later level should increase you may apply any unused effective conduit levels this feat allows.

For example, a 5th-level Conduit / 3rd-level Fighter who selects this feat would increase their effective conduit level from 5th to 8th level when calculating the total number and level of their doubles (since they have a total of 8 character levels). If they should later gain an additional fighter level, they would gain the remainder of the bonus, and their effective conduit level would thus increase to 9th level.

This feat does not grant you any further class features (or advancement within them) provided by the Conduit class.

Special: You may select this feat multiple times, each time increasing your maximum effective conduit level by an additional 4 levels (following the above rules).


Fate of Many


Prerequisite: Knowledge (The Planes) 8 ranks, The ability to bring at least 1 dimensional double into play.

Benefit: You may select a single dimensional double you are able to bring into play. You may advance the chosen doubles character level by 1 provided that doing so will not cause the double to exceed your own character level.

Special: You may select this feat multiple times, applying it to the same or different doubles as you see fit.


Feats for Doubles:

The following feats are for use by a conduits doubles and require them to expend their own allowance of feats (rather than the conduits) in order to generate the listed effects. These feats can be distinguished by the [Double] tag which prevents them from being selected by any creature who is not a Conduits double.

These feats are worded from the doubles perspective as they are intrinsic to them, not the conduit.

Feats for Doubles
{table=head]Name|Prerequisites|Benefit

Body of Intermediate Knowledge | Your conduit must have medium armour proficiency, Knowledge (Arcana) 6 ranks | Proficiency with medium armour and you may cast spells within it

Body of Laborious Knowledge | Your conduit must have heavy armour proficiency, Knowledge (Arcana) 8 ranks | Proficiency with heavy armour and you may cast spells within it

Body of Light Knowledge | Your conduit must have light armour proficiency, Knowledge (Arcana) 4 ranks | Proficiency with light armour and you may cast spells within it

Gift from Beyond | The ability to cast 1st Level spells, Knowledge (The Planes) 4 ranks | Enter play with a spell effect

Rift Smith | Your conduit must have the Riftweave Weapon class feature. | Riftweave weapon enchantment bonus increases by 1

Riftweave Duellist | Your conduit must have the Riftweave Weapon class feature, Two Weapon Fighting feat | Create two one handed riftweave weapons instead of one.
[/table]

Body of Intermediate Knowledge [Double]


Prerequisite: Your conduit must have medium armour proficiency, Knowledge (Arcana) 6 ranks.

Benefit: You gain proficiency with medium armour and may cast arcane spells whilst wearing such armours.


Body of laborious Knowledge [Double]


Prerequisite: Your conduit must have heavy armour proficiency, Knowledge (Arcana) 8 ranks.

Benefit: You gain proficiency with heavy armour and may cast arcane spells whilst wearing such armours.


Body of Light Knowledge [Double]


Prerequisite: Your conduit must have light armour proficiency, Knowledge (Arcana) 4 ranks.

Benefit: You gain proficiency with light armour and may cast arcane spells whilst wearing such armours.


Gift from Beyond [Double]


Prerequisite: The ability to cast 1st Level spells, Knowledge (The Planes) 4 ranks.

Benefit: When called upon by your conduit you may enter play with one of the following spells active upon you. These spells are gifted to you by powers unseen during your dimensional transit and thus do not expend either your own or your conduits spell casting resources.


Bear’s Endurance
Blur
Bull’s Strength
Cat’s Grace
Eagle’s Splendour
Fox’s Cunning
Mage Armour
Owl’s Wisdom
Resist energy
Shield



Rift Smith [Double]


Prerequisite: Your conduit must have the Riftweave Weapon class feature.

Benefit: When called upon by your conduit any riftweave weapons you call upon appears with its enchantment bonus increased by +1.

Even a riftweave weapon may not provide an enchantment bonus which exceeds +5. If the application of this feat should result in a weapon surpassing this limit the weapon instead substitutes this +1 bonus for a +1d6 bonus to damage from one of the following forms of energy: Acid, Cold, Electricity or Fire.

If you were brought into play by your conduits Endless Worlds class feature any riftweave armour you are wearing also has its enchantment bonus increased by +1.

Riftweave armours may not provide an enchantment bonus which exceeds +5. If the application of this feat should result in your armour surpassing this limit the armour instead substitutes this +1 bonus for a Acid resistance 10, Cold resistance 10, Electricity resistance 10 or Fire resistance 10.



Riftweave Duellist [Double]


Prerequisite: Your conduit must have the Riftweave Weapon class feature, Two Weapon Fighting feat.

Benefit: When called upon by your conduit you may opt to summon two riftweave weapons rather than one. Each weapon emerges within one of your hands, ready for use.





Hievarlan (New Race)


http://biowarestore.com/media/catalog/product/cache/2/image/9df78eab33525d08d6e5fb8d27136e95/a/r/art-litho-me-prothean-zoom_9.jpg

"In my dimension I was a prince, with power over millions. The rulers of other peoples would come, bow before the splendour of our dynasty and there swear to both live and die at our command." - Kivay Vigil



The Hievarlan are exiles from a dimension ravaged by an unknown catastrophe. They began emerging into the campaigns dimension little over a 4 years ago and have here found a world utter different to their own.

The world within the Hievarlans dimension was inhabited by races with a much reduced level of technological or social evolution and thus, as a result the Hievarlan Empire emerged. Their vastly superior technology and organised civilisation allowing them to quickly bring all the worlds races under their direct control subjugate them to serve as their empire as unseen slaves.

Hievarlans now find themselves within a world where they must rub shoulders, or even seek aid from, those whom once served them. Most find the adjustment difficult and have been forced to reflect upon the misdeeds of their people. Some travel and adventure as a means of righting these wrongs, yet fear they may never overcome such guilt.


Personality:
Almost all Hievarlan enjoyed a life of extreme privilege within their now lost home dimension. They are all too aware that the races they must now rub shoulders with, or even seek aid from, are the dimensional equivalents of those they enslaved a millennia ago. This knowledge leads them to often feel awkward and apprehensive around other races or even around others of they own kind.

Most Hievarlan were raised to believe that the lesser races hungered for the purpose and guidance which their world spanning dominion imposed. They were taught that, if left to their own nature, such races would dissolve into anarchy and strife – allowing their more primitive natures to enact themselves. As a result of such an upbringing a Hievarlan will at times mistrust the motives of the free peoples they encounter, some even fearing their retribution if they should ever learn the full truth.

Many Hievarlan are humbled by their new place within the world and most see the ruination of their own world as punishment for their misdeeds. Some seek to pay penance for the crimes of their people and may even see the hardships they endure as some form of dimensional justice being served.

Not all Hievarlan are so willing to shed their old ways however and many still view the subservience of other races as a birth right. These individuals may at times work with other peoples but the experience normally leaves a bad taste in their mouths, especially if they are forced to treat them as equals. Such Hievarlan enjoyed the most privileged of upbringings and can, as a result be intensely racist.

Hievarlan who wish to sever themselves from their old ways will often shed their racial name and instead refer to themselves as Rifters, Void Kind, Extradimensionals or even Riftlings (A common and sometimes derogatory term which other races have label them with).

Though still struggling to find the correct ways to assert themselves upon the world most Hievarlan delight in self expression. They adore debating fine art, science and philosophy. Hievarlan society centred upon a concept of emotional openness and they therefore enjoy conversing with others on a personal level. This desire to be close with others, yet uncertainty if such familiarity is acceptable amongst other races can make them appear nervous or even shy. Such introvert behaviour is however is contrary to their desire and in time, once they have discovered their place within the world, they will emerge from their shells and surprise others with their assertive and emotionally charged behaviour.

Physical Description:
A typical Hievarlan is tall, slender, athletically built and moves with a graceful precision. They have an otherworldly beauty and effortlessly refined appearance which can be quite captivating.

They almost universally stand at exactly 6 feet in height and their weight also varies very little from one individual to the next, with males weighing approximately 120 to 150 pounds and females between 100 to 130 pounds.

They have four eyes, each with 2 sets of eyelids and an unusual dual pupil arrangement, giving them a slightly broader field of view than a human. Though one might expect this arrangement to grant them a keener sense of vision than other races the benefits are in act quite few, beyond a greater range of facial expression. They do however have the ability to see in conditions of low light, an ability which served them well when their forefathers set about subduing those races that dwelt in areas of poor illumination.

They have broad domed heads, banded by thin plates which provide a small amount of additional protection to the top of their skull. These plates range in colour from blue to brown to purple and evolve a soft gradient from one colour to the next upon reaching sexual maturity. Some Hievarlan emblazon their skull plates with ornate imagery during times of celebration, festival or mourning.

Hievarlan have blue skin which ranges from dull grey tones to vibrant florescence. The underside of their chins and forward portion of their necks are highly sensitive to touch and range in colour from dull brown to a deep lustful red. These portions of a Hievarlan’s body are deemed erogenous and thus to touch or allow the touching of such regions is deemed to be highly provocative.

Image of a female Hievarlan:

http://fc06.deviantart.net/fs71/i/2012/086/b/3/danta_female_prothean_by_slotgolden-d4u3r2g.jpg

Image of a male Hievarlan:

http://th03.deviantart.net/fs71/PRE/i/2012/070/7/4/jaavik_by_cameli36-d4sgrfq.jpg


Relations:
Hievarlan’s come from a dimension where they were the singular dominant force in the entire world, having subjugated all lesser races beneath their rule. Since their exodus however, many have been forced to adjust to a world where they are few in number and lack any true social or political power. Most emerged as refugees and only survive today due to the kindness of races whom served them as slaves within their own dimension.

This vast shift in perspective has utterly smashed the social delusion many Hievarlan enjoyed, that they alone were capable of true civilised behaviour and social order. Whilst some Hievarlan still view themselves as superior beings, most have been profoundly humbled by their fall from grace and feel deeply ashamed for the actions of their people.

Hievarlan are by nature extremely expressive with one another but find it difficult to assert this nature upon members of other races they encounter. Most have therefore chosen to keep a low profile and only after many years of adjustment find themselves able to display these qualities with others.

Hievarlan are extremely few in number and emerged from their dimensional rifts scattered across all regions of the world. Many perished in transit or shortly thereafter after. As a result the idea of assembling any form of new Hievarlan society or political movement is seen as pure fantasy by most. In reality few Hievarlan will ever even come into contact with another of their species and any attempt to increase their number would take several generations at least.

Most races view the Hievarlan as harmless drifters and refugees, but some may find their apparent sudden emergence highly suspicious. As a result the often derogatory term “Riftling” has entered the vocabulary of many.

Those who learn the truth of their people are often horrified and as such many Hievarlan find themselves ostracised from society and mistrusted. Others may even seek to enact vengeance upon them for the many crimes of their people. Fortunately few have such knowledge, but most Hievarlan live with the fear that they may one day be discovered. Others simply can’t bare the guilt and will throw themselves at the mercy of any they encounter (such individuals often have short life spans).

Old Hievarlan society:
The Hievarlan society of old revolved around the separation of other races into two distinct social groupings, the Varikar and Ikar and. Varikar loosely translates as “Those whom Bestow” whilst Ikar simply means “Gift”. Essentially both groups served the Hievarlan as slaves, though the Varikar enjoyed tasks and positions of greater privilege.

Hievarlan would commonly use the promise of ascending into the ranks of the Varikar as a method of encouraging obedience amongst Ikar. Those races whom performed well and offered the greatest contributions to society could find their status elevated, an event which was forcibly celebrated across the entire empire. Conversely any Varikar who became lazy or who no longer offered great benefit to society could find themselves demoted, an event which saw their population systematically scattered amongst members of the Ikar, who were often all too eager to celebrate the fall from grace of those who once enjoyed a status beyond their own.

This method of social organisation, racial competition and the application of divide and rule tactics enabled the Hievarlan to fool many Varikar and Ikar into not only maintain a level of obedience but also into increasing their overall productivity.

Hievarlan roughly translates as “Sheppards of the World”, a self proclaimed position which they came to wholeheartedly believe. Most saw it as their moral duty to guide the lives of the world’s uncivilised races by channelling their talents in productive service to the empire. It could be argued that many such races did indeed find profit from or even come to enjoy their inclusion within the empire, however many others did not.

Few Hievarlan engaged with those of lesser races and most were encouraged (or even forced) from doing so by the Hievarlan rulers. This ruling class would closely monitor and acted against those who Hievarlan who displayed an excessive level of compassion or interest for Varikar and Ikar. Many members of such races were often used to even route out such Hievarlan in return for personal elevation or reward.

Those Hievarlan who discovered the truth would at times assist small numbers of Varikar and Ikar in forming resistance movements, but few ever gained any real traction. On occasion a Hievarlan successfully assisted a small number of Varikar and Ikar in escaping the empire, normally by travelling to remote regions of the globe where they could live in relative freedom.

Hievarlan’s are deeply emotional beings, who enjoy intense conversation and acts of personal expression. Those with a particular love for the arts may have taken an Elf or Xeph as dance, sculpture or art tutors and relationships would at times blossom as a result. Such practices were later frowned upon the Hievarlan ruling class, who would periodically release scientific studies warning others of the “traitorously manipulative nature of elves” or the “possessive mind controlling powers of the xeph”.

The core threat to the Hievarlan empire was deemed to be its own people who were restricted from visiting Varikar and especially Ikar living districts in case they should grow to sympathise with their plight. Most Hievarlan only encountered such peoples as silently submissive slaves or vocal advocates of the empires splendour.

In order to unite the empire as a whole the Hievarlan ruling elite concocted the myth of the Kalivash, an entirely fictitious rival empire whom were supposedly seeking to destroy Hievarlan society and all those races whom served it. Horror stories of their atrocities would regularly circulate throughout the empire and at times secret elements of the Hievarlan military would even assault their own people in order to perpetuate the myth.

Alignment:
The majority of Hievarlan’s enjoyed a care free and whimsical life of self indulgence, where all their amusement were satisfied by a simple request. Their delight in art, music and conversation has lead them to view the world as a vast canvas upon which they may present themselves and, as a result, most have become strongly chaotic in nature. However, the ruling classes who oversaw the organisation and structure of the empire often separated themselves from such fanciful behaviour and became true supporters of ridged structure and social order. This great disconnect between the ruling classes and the majority of Hievarlan represents the empires greatest sucsess – in fooling its own people.

Most Hievarlans would like to perceive themselves as kind and sensual beings, but the recent exposure (and their apparent ignorance) of their empires true nature has led many to question their own morality. Most exist in a state of denial or depression, struggeling to find purpose or meaning in their lives as a result. Those whom supported the empires purpose or who are unable to except the truth may be driven to somehow rebuild the empire or reassert their position of racial dominance and can be utterly vile as a result.

Religion:
Both religions and the pursuit of a connection to the divine world was outlawed by the Hievarlan ruling class, as such pursuits risked uncovering the true nature of the empire. These religious practices were demonised as primitive behaviours which only the most savage Ikar could find pleasure in.

Having emerged from their world many Hievarlan have tentatively begun to search the divine pantheon for answers and as a result almost all faiths are being explored. Most Hievarlan are uncertain how to even go about seeking such answers and will often question those they encounter about their faiths and may even participate in a broad range of prayers before finding one god whom best matches their beliefs.

Language:
Hievarlan have their own language which, within their world was as widely used as the common tongue, indeed all other races were expected to understand it. This was made all the more socially divisive however due to the innate complexity of their language, which less linguistic peoples often struggled to use correctly.

Names:
Hievarlan enjoy diversity and have, even if they are unaware, absorbed many aspects of other cultures into their own. As a result the range of names and naming systems which Hievarlan employ are truly vast and rarely restrictive. It’s quite common for a Hievarlan to have names which would draw question from other races, such as a combination of an Elven fore name and Dwarfen house name.

Adventurers:
Hievarlans find themselves within a world where they must confront the evils of their peoples past, which many have been truly horrified to learn. Most seek answers or some form of catharsis which may help ease their burdened souls and thus commonly enter a life of adventure. Some travel and adventure as a means of righting the wrongs of their people and view their sacrifice as a worthy penance which they must rightfully endure.

Hievarlan Racial Traits:
* Medium size

* -2 Wisdom: A Hievarlan is unfamiliar with this world and find it difficult to adjust to its ways, they at times do not know how best to enact themselves.

* Humanoid (Extraplanar) type.

* 30' movement.

* Deeply Expressive: A Hievarlan view the entire body as an expressive tool which allows them to convey the depth of their emotions, this nature can make their body language quite easy of other to discern and thus makes them poor liars. A Hievarlan receives a -4 penalty to all bluff skill checks but receives a +2 bonus to all sense motive and gather information skill checks. Their love of conversation and self expression lets them converse with others more easily and in turn interpret when those around them are attempting to deceive.

* Dimensional Double: Once a Hievarlan attains its second hit dice it learns of its dimensional double still trapped within the world they were cast out from. This feature functions identically to the Conduit’s dimensional double ability except it only provides the Hievarlan with a single doubles whos level is always equal to half the Hievarlan character level. If the Hievarlan takes class levels in the Dimensional Conduit class the double provided by this racial ability will function just like any other double the Conduit has formed a link with (essentially giving the conduit an additional double to draw upon, albeit one of significantly lower level).

Importantly a Hievarlans doubles do not have access to this class feature and thus do not have doubles of their own.

* Finding Ones Place in the World: Upon attaining their 6th hit dice a Hievarlan’s natural persona and need for self expression begins to surface. As a result they receive a +2 racial bonus to their Charisma.

* From a Place Beyond: A Hievarlan finds itself within the campaigns dimension through a combination of advanced technology and magical manipulation. They have seen the dimensional weave unfold and thus have a greater understanding than most of the planer boundaries. As a result a Hievarlan receives a +4 bonus to all Knowledge (The Planes) skill checks.

* Low-light Vision: A Hievarlan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.

* Rift Walker: A Hievarlan connection with the inter-dimensional weave allows them to slip through small rifts in the structure of reality as a method of rapid transport. Once per encounter a Hievarlan may, as a swift action, teleport up to 10 feet to a space they have line of sight to.

* Technologically advanced: The Hievarlan were the dominant race in their dimension. They achieved this through a substantially superior level of technology to anything possessed by "lesser" races. Even though the dimension which the Hievarlan now find themselves within is not as backward technologically, they do still receive a +4 racial bonus to all craft and use magic device skill checks.

* Unatural Beauty: A Hievarlan moves with a grace which seems to fluently bend each motion and expression into the next. Their intensely expressive body language and inner passion for deep meaningful conversation coupled with their general otherworldly appearance draws the eye. Many can’t help but fall for these qualities, even if the Hievarlan themselves had no such intension. Any physically compatible creature of the appropriate gender (or sexual persuasion) will have their dice rolls effected by 2 (either as a penalty or a bonus) whenever interacting with the Hievarlan in a manner through which their innate beauty may sway them. This ability does not alter the emotional state of those who have already encountered the Hievarlan and have thus developed a dislike for them, it only effects a creatures initial reaction to them.

* Weapon Familiarity: Hievarlan treat the Voiderlan (see below) as a martial weapon instead of an exotic weapon.

* Automatic Languages: Common and Hievarlan. Bonus Starting Languages: Abyssal, Aquan, Auran, Celestial, Gith, Ignan, Infernal and Terran.

* Favored Classes: Conduit.

* Level Adjustment: +1.


Hievarlan Exile Racial Traits:

A Hievarlan Exile represents a Hievarlan who has been entirely severed from their home and thus do not have access to some racial abilities which other Hievarlan enjoy. They are however slightly better adapted to the world they find themselves within and have found their feet more quickly when dealing with other races. None the less they still struggle to come to terms with the dramatic change they have experienced and carry the past with them, as all Hievarlan do, at all times.

If a player wishes to avoid the level adjustment which regular Hievarlan experience this is one way of doing so.


* Medium size

* -2 Wisdom, +2 Charisma: A Hievarlan Exile is unfamiliar with this world and find it difficult to adjust to its ways, they at times do not know how best to enact themselves. Unlike other Hievarlan their lack of a continued bond with their home dimension has forced them to engage with the world more proactively resulting in a quicker emergence of their natural charisma, grace and charm.

* Humanoid (Extraplanar) type.

* 30' movement.

* Deeply Expressive: A Hievarlan Exiles view the entire body as an expressive tool which allows them to convey the depth of their emotions, this nature can make their body language quite easy of other to discern and thus makes them poor liars. A Hievarlan Exile receives a -4 penalty to all bluff skill checks but receives a +2 bonus to all sense motive and gather information skill checks. Their love of conversation and self expression lets them converse with others more easily and in turn interpret when those around them are attempting to deceive.

* From a Place Beyond: A Hievarlan Exile finds itself within the campaigns dimension through a combination of advanced technology and magical manipulation. They have seen the dimensional weave unfold and thus have a greater understanding than most of the planer boundaries. As a result a Hievarlan Exile receives a +4 bonus to all Knowledge (The Planes) skill checks.

* Low-light Vision: A Hievarlan Exile can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.

* Technologically advanced: The Hievarlan Exile were the dominant race in their dimension. They achieved this through a substantially superior level of technology to anything possessed by "lesser" races. Even though the dimension which the Hievarlan Exile now find themselves within is not as backward technologically, they do still receive a +4 racial bonus to all craft and use magic device skill checks.

* Unatural Beauty: A Hievarlan Exile moves with a grace which seems to fluently bend each motion and expression into the next. Their intensely expressive body language and inner passion for deep meaningful conversation coupled with their general otherworldly appearance draws the eye. Many can’t help but fall for these qualities, even if the Hievarlan Exile themselves had no such intension. Any physically compatible creature of the appropriate gender (or sexual persuasion) will have their dice rolls effected by 2 (either as a penalty or a bonus) whenever interacting with the Hievarlan Exile in a manner through which their innate beauty may sway them. This ability does not alter the emotional state of those who have already encountered the Hievarlan Exile and have thus developed a dislike for them, it only effects a creatures initial reaction to them.

* Weapon Familiarity: Hievarlan Exiles treat the Voiderlan (see below) as a martial weapon instead of an exotic weapon.

* Automatic Languages: Common and Hievarlan. Bonus Starting Languages: Abyssal, Aquan, Auran, Celestial, Gith, Ignan, Infernal and Terran.

* Favored Classes: Conduit.



Voiderlan (New Weapon)


http://fc00.deviantart.net/fs35/f/2008/295/d/5/d5ff06fbefa809a46af8fcd5cebb8d19.jpg


Rules:
Voiderlan (Exotic Weapon)
{table=head]Two-Handed Melee Weapon/Ranged Weapon|Cost|Dmg (S)|Dmg (M)| Critical| Range Increment| Weight| Type

Voiderlan|
500gp|
d6|
d8|
19-20/x2|
60 ft.|
6lb|
(see text)

Crystal Orb (10)|
5gp|
-|
-|
-|
-|
1lb|
-
[/table]

Details:
The voiderlan is a long bladed staff with a thin cavity running through its middle. A sophisticated trigger mechanism built within a guarded hand grip. Once activated the voiderlan launches a single sharp crystal shard from the weapons end at high velocity.

These crystal shards are broken from a single larger crystal orb which is loaded into the weapon, as a full round action which provokes attacks of opportunity. This action requires the wielder to use two hands.

Once a shard has been fired, the mechanism immediately readies another and ejects a fine crystal residue from a slot at the weapons side. A single crystal orb provides the weapon with a total of 10 shards after which point its remains are immediately ejected.

A crystal orb which has yet to be entirely depleted may only be extracted from the weapon as swift action, however doing so immediately break the crystal into a fine powder which is hence forth unusable. This action requires the wielder to use two hands.

The voiderlan may be wielded in a way which allows its owner to transition seamlessly between melee and ranged combat. Whilst used as a melee weapon is can be used to either slash or thrust at ones foes, however at range its shards merely strike as Piercing weapons.

Normally, operating a voiderlan requires two hands. However, it is possible to can shoot, a voiderlan with one hand at a -4 penalty on attack rolls. You can shoot a voiderlan with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. You must always wield a voiderlan with two hands in melee combat.

Hievarlans (See above) treat the Voiderlan as a martial weapon instead of an exotic weapon.

kanachi
2012-09-14, 12:20 PM
Just in case :smallbiggrin:

kanachi
2012-09-17, 04:52 AM
Its gone largely unnoticed here, so I thought I would give it a bump before allowing it to drift into a dimensional void.

sirpercival
2012-09-17, 07:07 AM
I'll be back to give a thorough PEACH at some point soon; just busy ;)

kanachi
2012-09-17, 05:44 PM
I'll be back to give a thorough PEACH at some point soon; just busy ;)

Awesome! Thank you so much!

Domriso
2012-09-17, 08:22 PM
I have to admit, I ignored this one at first for no particular reason, but I was pleasantly surprised when I finally looked at it. No proper critique yet, but I'll be back, probably.

kanachi
2012-09-18, 04:41 AM
I have to admit, I ignored this one at first for no particular reason, but I was pleasantly surprised when I finally looked at it. No proper critique yet, but I'll be back, probably.

Thanks!

Its still a bit WIP but I pleased with how its evolved up to this point. Still I could use as many eyes to look over it as possible as its scope is pretty broad, so if you have any thoughts let me know!

Hanuman
2012-09-18, 05:09 AM
The concept of using multiple character sheets for a single class is so circuitously complicated that it may only appeal to those who really like making character sheets.

That being said, I really like making character sheets.

I'm pretty interested in this, I'll be dropping in once I have time, I only really visit my subscriptions so look forward to regular PEACHes as it's replied.

kanachi
2012-09-18, 05:33 AM
The concept of using multiple character sheets for a single class is so circuitously complicated that it may only appeal to those who really like making character sheets.

That being said, I really like making character sheets.

I'm pretty interested in this, I'll be dropping in once I have time, I only really visit my subscriptions so look forward to regular PEACHes as it's replied.

Its certainly not a class for a new player, but I would argue that the class need not be overly complicated unless you want it to be. If you choose to generate a large number of spell casting classes then your obviously going to need to know what your doing. However classes like the barbarian are pretty straight forward so you can load yourself up with those character sheets if you want a lighter challenge.

For the most part this class requires you to be organized. If you have a good system then you will be okay.

I do enjoy making character sheets however, so I'm probably bias! lol

Cant wait to hear your thoughts!

God Imperror
2012-09-18, 06:26 AM
This character class details the dimensional conduit, who functions as a gateway for their dimensional counterparts (henceforth referred to as doubles) to enter and influence the world. It’s important to note when reading this class that the conduit and all their doubles are separate entities from one another and thus do not share any abilities or other aspects unless specifically detailed.

I personally like this, I still can remember how confused I was the first time I went over the class.

Fluff overall is great, clear and easy to read.


Abilities: Conduits often rely upon the powers of their doubles but should not neglect their own abilities as such a conduit should pursue a good strength score to prove them with an offensive option. Dexterity and Constitution scores will also provide a conduit with improved defence and resilience against incoming attacks. Intelligence should not be neglected as it allows a conduit to bolster their skills.

Can they work with 8 on all attributes? Just out of curiosity.



Drawing a Double.

At first level the character searches the infinite worlds and reaches out to their first double, who the controlling player constructs by generating an additional character sheet.

The character they create must share both the same race and age as the conduit and may not utilise any templates which suggest that they have a different lineage or bloodline to conduit. In essence the conduit and all her doubles must have been identical at the time of birth. Thus a conduit with a racial template (such as a half dragon) would also have this template active upon all their doubles. However, templates which may be applied to a creature after the time of birth (becoming a lich for example) could exist upon a conduit or a double without necessarily existing upon every double.

Each double may be formed as though they were a unique character in their own right - having ability scores, class levels (see below), feats, skill and other such factors which differ from the conduit.

Amidst the chaos and turmoil of the infinite dimensions only those with a clear focus towards a singular path draw the conduits attention. As a result a double may only possess class levels from a single class. However, they are permitted to diverge into, and gain levels within, a single prestige class (should they qualify).

At later levels the conduit forges a link with additional doubles that will in turn require their own character sheets, following the above rules. The main class table shows the levels at which new doubles are gained. Once a conduit forges a link with a double their vision of similar doubles blurs and fades, making it impossible for any two doubles to share a level in the same class (or prestige class).

Though it may be possible for multiple conduits of the same entity to exist (indeed the nature of the infinite dimensions demands that there are indeed infinite conduits) no two conduits may link to one another. This means that none of a conduit’s doubles may possess any levels in this class.

As the conduit gains levels in this class their doubles may also increase in level. All of a conduits doubles are deemed to increase in level simultaneously. Doubles drawn into a dimension by a conduit often experience a fractured and disjointed life, which over time causes them to increase in level at a slower rate, as shown by the main class table.

You know I was thinking that maybe you want to do something akin to the champion (http://www.giantitp.com/forums/showpost.php?p=9623431&postcount=9)'s avatar for attribute allocation. It might ease the stat generation and make doubles "balanced" against each other if attributes are rolled.


Items and Class Abilities

Though a double may own items, equipment or other assets within their home dimension, none of it travels with them into the conduits dimension. This includes spell books, spell components, holy symbols and other such items. A double instead takes possession of the conduits possessions when called upon and thus should only have these items reflected upon their respective character sheets.

Aspects of a doubles class which are not directly born from the double themselves cannot travel into the conduits dimension. This includes familiars, mounts and animal companions. However, a double may spend actions to summon objects or creatures once they arrive within the conduits dimension, provided they have time.

I would erase the last sentence, or address the type of action.



Doubles and Spells (and Psionics).

A double does not draw their magical energy from the conduits dimension or from the manifestation they temporarily hold within that realm. Instead a double draws such powers from their own dimension and thus finds expressing it within the conduits realm much more challenging. As a result a double may never cast a spell of greater than 7th level.

Furthermore the conduit must act as a gateway between their spell casting doubles and the dimension from which they are attempting to draw such power. As a result a conduit may only allow their doubles to cast a certain number of spells of each level per day as shown on the table below:

Spells per Day
{table=head] Level|.0.|1st|2nd|3rd|4th|5th| 6th| 7th

1st|2|1|-|-|-|-|-|-
2nd|3|2|-|-|-|-|-|-
3rd|3|3|-|-|-|-|-|-
4th|4|4|1|-|-|-|-|-
5th|4|5|2|-|-|-|-|-
6th|4|6|3|-|-|-|-|-
7th|4|6|4|1|-|-|-|-
8th|5|6|5|2|-|-|-|-
9th|5|6|6|3|-|-|-|-
10th|5|6|6|4|1|-|-|-
11th|5|6|6|5|2|-|-|-
12th|5|6|6|6|3|-|-|-
13th|5|6|6|6|4|1|-|-
14th|5|6|6|6|5|2|-|-
15th|5|6|6|6|6|3|-|-
16th|6|6|6|6|6|4|1|-
17th|6|6|6|6|6|5|2|-
18th|6|6|6|6|6|6|3|-
19th|6|6|6|6|6|6|4|1
20th|6|6|6|6|6|6|5|2
[/table]

In effect each time a double uses a spell they are in fact utilising a spell slot provided by the conduit as well as one of their own.

If a double possesses the Versatile Spellcaster ability they may use this ability as though the conduits remaining spells per day allowance were their own. For example they may use 2 of the conduits 1st level slots to fuel a 2nd level spell.

The manifestation of a psionic power is deemed equivalent to the casting of a spell of the same level and, as a result, similarly uses up an available spell slot.

GREAT This is great, limiting somehow the power of spell casters. Even if Shadow magic is not awesome I would limit it in the same way. As it is it mainly deters fast paced prestige classes such as ur-priest, or shenanigans since wizards don't get 7th level spells until level 13.

Overall it is a strong class on its own and just grows more powerful with doubles.

kanachi
2012-09-18, 10:34 AM
I personally like this, I still can remember how confused I was the first time I went over the class.

Fluff overall is great, clear and easy to read.


I still need to go through the class and bash the spelling/grammar gremlins to death, but its certainly much improved from that first version.

I'm really pleased with the fluff as well. I keep thinking about how the life of a conduit would effect an individual or how a double may come to view themselves.

I like the idea of playing out multiple different versions of oneself. Each with very different backgrounds, morals and motivations.


Can they work with 8 on all attributes? Just out of curiosity.

Indeed. They are the total opposite of MAD as they have no attribute dependance at all (unless your playing the spell casting variant).

This may be a problem, but I liked the idea of allowing a player to form their conduit (and multiclass them) in almost any direction.

Anyone can be a conduit. Some people choose it others have it thrust upon them.


You know I was thinking that maybe you want to do something akin to the champion (http://www.giantitp.com/forums/showpost.php?p=9623431&postcount=9)'s avatar for attribute allocation. It might ease the stat generation and make doubles "balanced" against each other if attributes are rolled.

I've been thinking about controlling attributes as well because at the moment constitution has almost no use to a double in our world, but its something they would not neglect within their own world.

I probably wont use this mechanic, but I will be working on a way to limit the cheesy attribute builds a player can make when drawing their doubles. Something like an X point build where no stat can be reduced to less than 8 and only a maximum of two stats can be increased above 16.



I would erase the last sentence, or address the type of action.

May do. I was attempting to explain that a double can summon or call items/things if they are able to find the actions to do so. This is probably already obvious however.


GREAT This is great, limiting somehow the power of spell casters. Even if Shadow magic is not awesome I would limit it in the same way. As it is it mainly deters fast paced prestige classes such as ur-priest, or shenanigans since wizards don't get 7th level spells until level 13.

This was a major improvement to the old version of the class and really brings it back into the realms of workability.

I need to have a look over the shadow magic rules again as my brains misplaced them, so I'll have to sit on that one for now.


Overall it is a strong class on its own and just grows more powerful with doubles.

Thank you!

I normally like to aim for tier 3 or 4 but with a class like this I'm not sure that is really possible, thus tier 2 is a more reasonable target. This class excells in versitility over raw power but still manages to pack a punch.

Hanuman
2012-09-18, 05:36 PM
I do really like the potential in this class, and hell I love big classes (check out Evolutionist or Ozodrin sometime), but yes it's still in first page PEACH so there's going to be imbalances and playtests before it's stable imo.

Things that should be addressed:

-Rift Stride
While I like the simplicity of this skill, I think having a flat teleport every action a bit overbearing, especially with no provoke.
As a gentle balance, consider this "step":
----
Rift Stride (Su):

Upon reaching 3rd level the conduits bond with the dimensional weave allows them to step through rifts unseen by other beings, using them to move short distances. The conduit may, as a swift action, move 10'. This movement is instant and while moving she is not observable and may not interact with the plane nor can the plane interact with her.

Later at the distance the conduit may move increases by 5 feet every 6 levels (15 feet at 9th level and 20 feet at 15th level).

The conduit may not utilise this ability if restrained or grappled and must have a line of sight to their destination.
----
As a "step" this allows the conduit the ability to have that combat maneuverability and the fun ability to move through space and time oddly and "teleport-like", but not in a way that you can flat out ignore movement alltogether.

As a balance reference, at level 3 your best bet is to go with http://www.obsidianportal.com/campaigns/redcaps-corner-pathfinder/items/anklet-of-translocation these, and even then it's 2/day.

==================

-What's 5-world step @ level 20?

-Why can't a bag of holding be placed in a dimensional pocket?

-So, Riftweave Weapon = Soulknife Weapon
Honestly, pretty underwhelming to gain a mindblade 3 levels later with a projectile weapon option.

Here, I'll play the same song in a different tune:

--------

Riftweave Weapon (Su):

Beginning at 4th level the conduit's double may pull a weapon from the dimensional weave as a free action whenever they are called forth.

If the weapon requires to be held the double must be holding it when called, if they cannot then the weapon is not pulled. The weapon's size is equal to your double's size.

A riftweave weapon is made of a trans-dimensional material that has the appearance of solidified energy and is anchored in it's inhabiting dimension by the double, if your turn ends with any part of the weapon not attached to you it moves back into the weave. When the double leaves so do the weapons.

Riftweave weapons are always considered magic for the purposes of overcoming damage reduction and also extend into the ethereal realm, functioning normally against any creatures present there.

Weapons summoned by this ability gain a +1 enchantment bonus to their both attack and damage rolls. Additionally for every 4 further levels the conduit gains within this class the bonus provided by this ability increases by +1 (+2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level).

You may trade the riftweave weapon's enchantment bonus for enchantments which have a sum not exceeding the bonus.

You may trade the riftweave weapon's enchantment bonus for alternative options for weapons, as follows:

+1 - You may infuse the riftweave energy into the double's bones giving him the monk's unarmed strike class ability. This may not be used in conjunction with any other trades or enchantments.

+1 - Weapon is a mouth (with bite), a tentacle (with slam) or an armor spike (http://www.dandwiki.com/wiki/SRD:Armor_Spikes), of which's size may not exceed your creature size.

+2 - You may summon 2 weapons instead of one, they must be mirror copies of each-other. If you enchant or trade on one you must be able to do so on the other, effectively doubling the cost.

+2 - Weapon is one size category larger than your double and incurs no penalties for inappropriate size. This effect stacks.

+2 - Weapon is animated and no longer needs to be held, you must have one hand free to control it, but otherwise it hovers beside you.

+3 - Weapon is a limb, it may hold things and has a slam OR claw attack.

+4 - Weapon is two limbs, it may hold things and has two attacks which can be claw or slam.

+5 - Multiverse Anchorage, (see: Goblins webcomic, minmax's nothingsword)

--------


-Worlds Collide
This ability is a bit strong for force damage, but the fact it even has a save isn't too bad.

That's all I have time for, for now!

kanachi
2012-09-19, 04:32 PM
I do really like the potential in this class, and hell I love big classes (check out Evolutionist or Ozodrin sometime), but yes it's still in first page PEACH so there's going to be imbalances and playtests before it's stable imo.


Thank you so much! There is still quite a bit of work to do, I’m sure of that!



-Rift Stride
While I like the simplicity of this skill, I think having a flat teleport every action a bit overbearing, especially with no provoke.
As a gentle balance, consider this "step":


An excellent idea! I've changed it accordingly.



-What's 5-world step @ level 20?


The old name for the Dimensional Unity ability which I forgot to change. Thanks for pointing this out!



-Why can't a bag of holding be placed in a dimensional pocket?


Generally speaking one extra dimensional space can’t be placed within another. So this is just in keeping with that standard.



-So, Riftweave Weapon = Soulknife Weapon
Honestly, pretty underwhelming to gain a mindblade 3 levels later with a projectile weapon option.

Here, I'll play the same song in a different tune:


I agree its a bit bland as is. I actually wanted to adopt a version a bit like what you have put forward but ran out of time in the contest. I will probably allow the double to simply substitute their weapons bonus for any special ability of equal level (after all this class is supposed to embrace the plethora of options found in the infinite worlds).

I will probably a develop a few other alternatives as well however. I've also made some feats (found in the 2nd post) which kind of move in this direction as well (but need more work)



-Worlds Collide
This ability is a bit strong for force damage, but the fact it even has a save isn't too bad.


Force damage seemed most appropriate, but I could reign it back to 1d6 for every 2 levels and no save allowance. Do you think that would work better?

Thank you once again for looking over this and offering your views it’s been really helpful!

Hanuman
2012-09-20, 02:38 AM
@Bag of Holding
Allow me:
----
Dimensional Pocket (Su):

Upon reaching 4th level the conduit gains access to a small pocket dimension between the normal planes of existence.

Once per turn the conduit may, as a free action, move any one item within their hands into a dimensional pocket, accessible only to them. The dimensional pocket may hold a total weight of 10 pounds per level (to a maximum of 200 pounds at 20th level).

Additionally once per turn a single item may, as a free action, be retrieved from the dimensional pocket by the conduit. The retrieved item emerges within the conduits hands. If the conduit has no free hands they may not retrieve items from the dimensional pocket.

If a conduit’s dimensional pocket is suppressed, by an antimagic field for example, it will become temporarily inaccessible to the conduit.

If a bag of holding (or other active extra-dimensional or non-dimensional space item) is placed in the conduit's dimensional pocket a 5' Rift to the Astral Plane is torn in the space:

Astral Rift
-The contents of the pocket are sucked into the void and forever lost.
-Make a DC 10 + Conduit Level Fortitude Save or take 1d20 force damage * 1/2 your Conduit Level, succeeding this save negates the damage.
-On a successful save you form a highly unstable gate to the astral plane centered on you, granting an immediate Rift Stride before the rift finishes forming.
-After your choice to Rift Stride the rift immediately forms, any creature still in the square of the Rift must make a DC 10 + Conduit Level Reflex save or be sucked into it.
-Any creature within 5' of the rift may, as an immediate action, make a 5' step into the rift's square and enter the rift.
-Creatures who enter the rift are subject to 1d20 * 1/2 Conduit Level force damage, and are spit out of the exit-- a random place on the astral plane (or the place most familiar to the conduit).
-At the end of the conduit's turn the rift closes.
----

If all else fails, rip a hole in space and hop down it faster than you can say EMERGENCY TEMPORAL SHIFT.
And if you're feeling REALLY brave, smash it on an enemy's square.

@Force Damage
I think the force damage is appropriate, it having a save isn't too bad as there as strange energies out there without limitations.

@Enchantment
Well, I really do like having the freedom to gain any enchantment, it adds a huge burst of options and utility, including some tasty save-or-dies at the +3 range or higher.


The optimum dip for this class is def. level 3.
I'm honestly not sure if this is balanced or not for a dip, I guess considering divine grace and such abilities it isn't so bad, but I'd like to see more of what abuses even low level doubles could utilize in 3.5/P

Edit- How would you like to collab on making a new class after you're happy with this one? I'm starting to get a good picture of one I've been working on for several years.

kanachi
2012-09-20, 05:14 AM
@Bag of Holding
Allow me:
----
Dimensional Pocket (Su):

-Snip!-


This is awesome. Great idea!

I would probably make it so the Conduit cant access their Dimensional Pocket again for 24 hours after generating such a rift.



@Force Damage
I think the force damage is appropriate, it having a save isn't too bad as there as strange energies out there without limitations.


Agreed.




@Enchantment
Well, I really do like having the freedom to gain any enchantment, it adds a huge burst of options and utility, including some tasty save-or-dies at the +3 range or higher.





The optimum dip for this class is def. level 3.
I'm honestly not sure if this is balanced or not for a dip, I guess considering divine grace and such abilities it isn't so bad, but I'd like to see more of what abuses even low level doubles could utilize in 3.5/P

The most obvious abuse is quick and easy access to magic. Having said that a low level double will soon loose potency (just as any other character) as the party advances. For that reason I'm not sure this is a great class to multi-class with unless you use the custom feat i made "Dimensional Soul" (which may be a bit OP).

The conduits power is in their versatility, which expands over time. A low level conduit is by them self (sans doubles) a sub par warrior or sub par mage, depending on the variant you use. Their first double is basically their offensive ability for the first 3 levels, which allows them to act as with equal potency to another class, though there are a few inherent draw backs such as the conduits low hp compared to a proper front liner or the lack of ability to cast self buffs upon ones self like a full caster.

At 4th level the versatility of the class starts to kick in because now you can be a A)a sub par warrior/fighter (as the conduit) B) Class A at 3rd level or C) Class B at 3rd level. All three options are sub par individually but the ability to pick and choose between these options is where the real power of the class lays.

Of course the DM should, as with any class, not allow players to munchkin their way though the game.

The biggest benefits/abuses of the class probably come as class levels for more powerful races who can draw upon thier doubles to use thier racial abilities multiple times (which concerns me).

Anyway, thank you so much for your awesome ideas!

Hanuman
2012-09-20, 05:55 AM
Hm yeah I'm starting to see it. Sort of like a tome of battle class but instead of maneuvers you have slightly lower classes. Speaking of that a swordsage double would be nice, do maneuvers refresh on calling them again?

kanachi
2012-09-20, 06:45 AM
Hm yeah I'm starting to see it. Sort of like a tome of battle class but instead of maneuvers you have slightly lower classes. Speaking of that a swordsage double would be nice, do maneuvers refresh on calling them again?

Under the current rules this is ambiguous. I do want to keep things simple however, so I plan to make a section which states that cool down of powers/abilities extends into the doubles own dimension. Therefore once a double expends such a power, ability or in this case maneuver they must take actions to reset them. Where they take such actions (their own dimension or the conduits) is up to them.

So if you keep spamming the same double they will need to refresh themselves in your time but if you leave them in their own dimension they can do so in their own time.

Or thats the idea I'm toying with at the moment.

Hanuman
2012-09-20, 08:39 AM
Heh, here's a little tidbit.
You can use a crusader's delayed damage pool to keep your double in-play by healing the damage back before it triggers the HP loss by spamming healing maneuvers, then once your heals are gone let it swap out and call it back with fully refreshed maneuvers, which is HUGE for a crusader.

kanachi
2012-09-20, 08:59 AM
For simplicity I want to keep damage to doubles out of the class. Doubles just have 1 hit point when within the conduits dimension and return uninjured and unhampered to their own dimension no matter what happens to them (even death). The conduit sustains any overflowing damage.

Don’t forget that a double is only ever in play during your action. The conduit is in play the rest of the time. So the majority of a foes attacks target the Conduit, not her doubles. Doubles do get bonuses to saves and to their AC against AOO as well, so they are bolstered defensively against attacks and effects which target them whilst they are in play.

Additionally a double who sustains damage instantly returns to their home dimension, so any powers or abilities which allow a double to sustain damage in order to produce an effect are essentially fruitless (the double vanishes from the conduits dimension before they can be completed).

If any aspect of the above is unclear I will try to make its more transparent.

The core thing I want to achieve is simplicity in this regard. I don’t want players to have to worry about things ticking over on their doubles while they are not in play. Over complexity and full administration of 6+ character sheets is to be avoided. This is why doubles can essentially be written as though they wear the conduits armour and hold his items (though this also helps balance out the class and removes access to the doubles own personal wealth of items housed in their home dimension).

I want things to be fluid once in play. BAM I’m using my wizard then next turn BAM I’m using my monk.

Hanuman
2012-09-20, 09:22 AM
But with a delayed damage pool you can heal the damage back before you take it.

Feat:

Look Within (General)
Instead of calling a double you may seek your doubles for assistance in answering a question.
When you attempt a full-round action you may speak to your doubles in an indirect way, leading you to the answer to a problem.
If this is used on a skill-check and it can be solved purely through fact information such as a knowledge check, roll once for each double and use the highest result for your own knowledge check.
If this can be aided through information alone you may have any double who can attempt to aid you do so.
If you do not have a double, you may gain a +2 to any skillcheck after making a full-round action.

Hanuman
2012-09-22, 09:21 PM
Any way that some sort of twin-fighting can be worked in here? Maybe as a prestige class if need be?

I've always been amazed at the concept of duet improv. sync fighting as if choreographed. Dance choreography in RL is hard as hell and requires a large amount of time, but with magic it's relatively easy to imagine working well on the spot.