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.
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.