Difference between revisions of "Force Conduit (3.5e Class)"

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{{author
 
{{author
 
|author_name= Franken Kesey
 
|author_name= Franken Kesey
|date_created= 3/7/2010
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|date_created= 03/07/10
 
|status=Fin
 
|status=Fin
 
|editing=
 
|editing=
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|align=ng, cg, n, cn, ne, ce}}
 
|align=ng, cg, n, cn, ne, ce}}
 
==Force Conduit==
 
==Force Conduit==
All force Conduits follow the same path to understand the all powerful [[Force (3.5e Deity)|Force]]. The only alignment driven feature of this class is the Conduit’s choice in powers.
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[[Summary::Force Conduits, also know as Sith and Jedi, are students of the all powerful [[Force (3.5e Deity)|Force]]. They are highly skilled at combat and have an advanced plasma sword – but are better know for their powers with the Force.]] The only alignment driven feature of this class is the Conduit’s choice in powers.
 
 
A Conduits is a student of the Force (a non-deity attached divine magic source) in order to cast spells and use their special abilities.  
 
 
===Making a Conduit===
 
===Making a Conduit===
 
 
{{quote
 
{{quote
 
|Let the force flow through you - and you will become the force and the force will be you
 
|Let the force flow through you - and you will become the force and the force will be you
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|hitdie=8
 
|hitdie=8
 
|length=20
 
|length=20
|bab=Good
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|bab=Moderate
 
|fort=Poor
 
|fort=Poor
 
|ref=Good
 
|ref=Good
 
|will=Good
 
|will=Good
|specialhead1=colspan="6"{{!}}Ranking Features
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|specialhead1=rowspan="2"{{!}}[[#Flurry of Blows|Flurry of Blows]]{{!!}}rowspan="2"{{!}}[[#AC Bonus|AC]]{{!!}}rowspan="2"{{!}}[[#Power Points/Day|PP/Day]]{{!!}}rowspan="2"{{!}}[[#Powers Known|#Known]]{{!!}}rowspan="2"{{!}}[[#Maximum Power Level Known|Max Level]]
|specialhead2=[[#Flurry of Blows|Flurry of Blows]]{{!!}}[[#AC Bonus|AC]]{{!!}}[[#Power Points/Day|PP/Day]]{{!!}}[[#Powers Known|#Known]]{{!!}}[[#Maximum Power Level Known|Max Level]]
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|special1=[[#Acrobatics|Acrobatics]], [[#Finesse|Finesse]]{{!!}}–2/–2{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
|special1=[[#Acrobatics|Acrobatics]], [[#Finesse|Finesse]]{{!!}} –1/–1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
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|special2=[[#Alien Skills|Alien Skills]], [[#Evasion|Evasion]]{{!!}}–1/–1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
|special2=[[#Evasion|Evasion]]{{!!}}+0/+0{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
+
|special3=[[#Lightsaber|Lightsaber]], [[#Telekinesis|Telekinesis]]{{!!}}+0/+0{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
|special3=[[#Lightsaber|Lightsaber]]{{!!}}+1/+1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
+
|special4=[[#Slow Fall|Slow Fall]], [[#Uncanny Dodge|Uncanny Dodge]]{{!!}}+1/+1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
|special4=[[#Slow Fall|Slow Fall]], [[#Uncanny Dodge|Uncanny Dodge]]{{!!}}+2/+2{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
+
|special5=[[#Power Points/Day|Manifester]]{{!!}}+2/+2{{!!}}+1{{!!}}5{{!!}}2{{!!}}1st
|special5=[[#Power Points/Day|Manifester]]{{!!}}+4/+4{{!!}}+1{{!!}}5{{!!}}3{{!!}}1st
+
|special6=[[#Blindsense|Blindsense]]{{!!}}+3/+3{{!!}}+1{{!!}}8{{!!}}3{{!!}}1st
|special6=[[#Blindsense|Blindsense]]{{!!}}+5/+5/+0{{!!}}+1{{!!}}8{{!!}}4{{!!}}1st
+
|special7=[[#Lightsaber|Lightsaber+1d8]]{{!!}}+4/+4{{!!}}+1{{!!}}11{{!!}}3{{!!}}1st
|special7=[[#Lightsaber|Lightsaber+1d8]]{{!!}}+6/+6/+1{{!!}}+1{{!!}}11{{!!}}5{{!!}}2nd
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|special8=[[#Bonus Feat|Bonus Feat]]{{!!}}+5/+5/+0{{!!}}+1{{!!}}14{{!!}}4{{!!}}1st
|special8=[[#Improved Evasion|Improved Evasion]]{{!!}}+7/+7/+2{{!!}}+1{{!!}}14{{!!}}5{{!!}}2nd
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|special9=[[#Improved Evasion|Improved Evasion]]{{!!}}+6/+6/+1{{!!}}+1{{!!}}23{{!!}}5{{!!}}2nd
|special9={{!!}}+9/+9/+4{{!!}}+1{{!!}}23{{!!}}6{{!!}}2nd
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|special10=[[#Alien Physiology|Alien Physiology]]{{!!}}+7/+7/+2{{!!}}+2{{!!}}20{{!!}}6{{!!}}2nd
|special10=[[#Bonus Feat|Bonus Feat]]{{!!}}+10/+10/+5{{!!}}+2{{!!}}20{{!!}}7{{!!}}2nd
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|special11=[[#Lightsaber|Lightsaber+2d8]]{{!!}}+8/+8/+8/+3{{!!}}+2{{!!}}26{{!!}}6{{!!}}2nd
|special11=[[#Lightsaber|Lightsaber+2d8]]{{!!}}+11/+11/+11/+6/+1{{!!}}+2{{!!}}26{{!!}}8{{!!}}3rd
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|special12=[[#Bonus Feat|Bonus Feat]]{{!!}}+9/+9/+9/+4{{!!}}+2{{!!}}32{{!!}}7{{!!}}3rd
|special12=[[#Improved Uncanny Dodge|Improved Uncanny Dodge]]{{!!}}+12/+12/+12/+7/+2{{!!}}+2{{!!}}32{{!!}}9{{!!}}3rd
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|special13=[[#Improved Uncanny Dodge|Improved Uncanny Dodge]]{{!!}}+9/+9/+9/+4{{!!}}+2{{!!}}38{{!!}}8{{!!}}3rd
|special13= {{!!}}+13/+13/+13/+8/+3{{!!}}+2{{!!}}38{{!!}}9{{!!}}3rd
+
|special14={{!!}}+10/+10/+10/+5{{!!}}+2{{!!}}44{{!!}}8{{!!}}3rd
|special14=[[#Bonus Feat|Bonus Feat]]{{!!}}+14/+14/+14/+9/+4{{!!}}+2{{!!}}44{{!!}}10{{!!}}4th
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|special15=[[#Lightsaber|Lightsaber+3d8]]{{!!}}+11/+11/+11/+6/+1{{!!}}+3{{!!}}50{{!!}}9{{!!}}4th
|special15=[[#Lightsaber|Lightsaber+3d8]]{{!!}}+15/+15/+15/+10/+5{{!!}}+3{{!!}}50{{!!}}11{{!!}}4th
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|special16=[[#Bonus Feat|Bonus Feat]]{{!!}}+12/+12/+12/+7/+2{{!!}}+3{{!!}}59{{!!}}10{{!!}}4th
|special16=[[#Blindsight|Blindsight]]{{!!}}+16/+16/+16/+11/+6/+1{{!!}}+3{{!!}}59{{!!}}12{{!!}}4th
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|special17=[[#Blindsight|Blindsight]]{{!!}}+12/+12/+12/+7/+2{{!!}}+3{{!!}}68{{!!}}11{{!!}}4th
|special17= {{!!}}+17/+17/+17/+12/+7/+2{{!!}}+3{{!!}}68{{!!}}12{{!!}}4th
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|special18={{!!}}+13/+13/+13/+8/+3{{!!}}+3{{!!}}77{{!!}}11{{!!}}4th
|special18=[[#Bonus Feat|Bonus Feat]]{{!!}}+18/+18/+18/+13/+8/+3{{!!}}+3{{!!}}77{{!!}}13{{!!}}4th
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|special19=[[#Lightsaber|Lightsaber+4d8]]{{!!}}+14/+14/+14/+9/+4{{!!}}+3{{!!}}86{{!!}}12{{!!}}4th
|special19=[[#Lightsaber|Lightsaber+4d8]]{{!!}}+19/+19/+19/+14/+9/+4{{!!}}+3{{!!}}86{{!!}}14{{!!}}4th
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|special20=[[#Force Master|Force Master]]{{!!}}+15/+15/+15/+10/+5{{!!}}+4{{!!}}95{{!!}}13{{!!}}4th
|special20= {{!!}}+20/+20/+20/+15/+10/+5{{!!}}+4{{!!}}95{{!!}}15{{!!}}4th
 
 
|skillpoints=6
 
|skillpoints=6
|skills=Autohypnosis, Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope, Knowledge Xeno (3.5e Skill), Pilot (3.5e Skill)}}
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|skills=Autohypnosis, Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills taken individually), Listen, Move Silently, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope}}
 
===Class Features===
 
===Class Features===
'''Weapon and Armor Proficiency:''' Proficient with all simple and martial weapons and shields (except tower), however they cannot wear armor of any kind.
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'''Weapon and Armor Proficiency:''' Proficient with all martial [[Future Technology (3.5e Equipment)|future technology]] weapons and shields, however they cannot wear armor of any kind.
 
 
'''{{Anchor|Acrobatics}} {{Ex}}:''' A 1st level, Conduit gains a +5 competency bonus on balance, jump and tumble checks. At 5th level and every five after, this bonus increases by 5 (max +20). In addition, a Conduit can always take 10 on a roll for one of the aforementioned skills, even when circumstances would normally prevent him from doing so. The Conduit must be unarmored and unencumbered in order to receive these bonuses.
 
 
 
'''{{Anchor|Finesse}} {{Ex}}:''' A Conduit automatically gains the [[SRD:Weapon Finesse|weapon finesse]] feat with any weapon that is considered a one-handed slashing weapon for him in addition to any normal weapons to which Weapon Finesse can be applied. If another feat (such as [[Exotic Weapon Proficiency]]) is required to wield the weapon in one hand, then that feat must be taken first.
 
 
 
A Conduit can choose to add his Dexterity modifier to his damage rolls, instead of his Strength. If he uses his weapon in two hands, he deals one and a half times his Dexterity modifier in damage. This ability does not stack with any other ability that adds the characters Dexterity modifier to attack or damage rolls.
 
 
 
'''{{Anchor|Flurry of Blows}} {{Ex}}:''' When unarmored, a Conduit may strike with  a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the above table. This penalty applies for 1 round, so it also affects attacks of opportunity the Conduit might make before his next action. When a Conduit reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Conduit must use a full attack action to strike with the flurry of blows, and the technique can only be used when he is wielding a single melee [[SRD:Slashing Weapon|slashing weapon]]. The flurry of blows may only be used with a primary weapon. As such, the flurry of blows cannot be used when fighting with two weapons or a double weapon.
 
  
The Conduit's ability to use the flurry of blows improves at 11th level. In addition to the standard extra attack he receives, he also gains another extra attack at his highest base attack bonus.
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'''{{Anchor|Acrobatics}} {{Ex}}:''' A 1st level, a conduit gains a +5 competency bonus on balance, jump and tumble checks. At 5th level and every five after, this bonus increases by 5 (max +20). In addition, a Conduit can always take 10 on a roll for one of the aforementioned skills, even when circumstances would normally prevent him from doing so. The conduit must be unarmored and unencumbered in order to receive these bonuses.
  
'''{{Anchor|AC Bonus}} {{Ex}}:''' When unarmored and unencumbered, the Conduit adds his Wisdom bonus (if any) to his AC. In addition, he gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Conduit levels thereafter (+2 at 10th, etc.). These bonuses to AC apply even against touch attacks or when the Conduit is flat-footed. He loses these bonuses when he is immobilized or [[SRD:Helpless|helpless]], when he wears any armor, or when he carries a medium or heavy load. The Wisdom bonus also does not stack with any other class that offers a Wisdom bonus to AC (such as the [[SRD:Monk|monk]]).
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'''{{Anchor|Finesse}} {{Ex}}:''' A conduit automatically gains the [[SRD:Weapon Finesse|weapon finesse]] feat with any weapon that is considered a one-handed slashing weapon for him in addition to any normal weapons to which Weapon Finesse can be applied. If another feat (such as [[Exotic Weapon Proficiency]]) is required to wield the weapon in one hand, then that feat must be taken first.
  
'''{{Anchor|Evasion}} {{Ex}}:''' At 2nd level, a Conduit can avoid even magical or unnatural attacks with great agility. If he makes a successful Reflex throw against an attack that normally deals half damage on a successful save, the Conduit instead takes no damage. This ability only works if the Conduit is unarmored and unencumbered. A helpless Conduit does not gain the benefit of evasion.
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A conduit can choose to add his Dexterity modifier to his damage rolls, instead of his Strength. If he uses his weapon in two hands, he deals one and a half times his Dexterity modifier in damage. This ability does not stack with any other ability that adds the characters Dexterity modifier to attack or damage rolls.
  
'''{{Anchor|Force Hand}} {{Ps}}:''' At 3rd level, a Conduit gains an ability like ''[[SRD:Far Hand|far hand]]'', at will and can move a max of 10lbs.
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'''{{Anchor|Flurry of Blows}} {{Ex}}:''' When unarmored, a conduit may strike with  a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the above table. This penalty applies for 1 round, so it also affects attacks of opportunity the conduit might make before his next action. When a Conduit reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A conduit must use a full attack action to strike with the flurry of blows, and the technique can only be used when he is wielding a single melee [[SRD:Slashing Weapon|slashing weapon]]. The flurry of blows may only be used with a primary weapon. As such, the flurry of blows cannot be used when fighting with two weapons or a double weapon.
  
'''{{Anchor|Lightsaber}}:''' A 3rd level Conduit chooses his lightsaber. The lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Conduit can choose whatever design for a hilt and whatever color of a crystal he wishes. His choices of lightsaber are: 1 handed [1d10], dual wield [two separate 1d8], or double bladed [1d8/1d8]) each with 18-20 x2 critical. Regardless of choice, a lightsaber is always considered a light weapon, does [[SRD:Fire Effect|fire]] and [[SRD:Light Effect|light]] damage (50/50), and bypasses harness.
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The conduit's ability to use the flurry of blows improves at 11th level. In addition to the standard extra attack he receives, he also gains another extra attack at his highest base attack bonus.
  
At 7th level and every four after the lightsaber’s damage increases by 1d8.
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'''{{Anchor|AC Bonus}} {{Ex}}:''' When unarmored and unencumbered, a conduit adds his Wisdom bonus (if any) to his AC. In addition, he gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Conduit levels thereafter (+2 at 10th, etc.). These bonuses to AC apply even against touch attacks or when the conduit is flat-footed. He loses these bonuses when he is immobilized or [[SRD:Helpless|helpless]], when he wears any armor, or when he carries a medium or heavy load. The Wisdom bonus also does not stack with any other class that offers a Wisdom bonus to AC (such as the [[SRD:Monk|monk]]).
  
'''{{Anchor|Slow Fall}} {{Ex}}:''' At 4th level, a Conduit within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The Conduit’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) increases by 10’ every four levels after (30’ at 8th, etc.).
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'''{{Anchor|Alien Skills}}:''' A 2nd level, a conduit gains [[Knowledge Xeno (3.5e Skill)|knowledge (xeno)]], [[Pilot (3.5e Skill)|pilot]] and [[Profession Pilot (3.5e Skill)|profession (pilot)]] as class skills, and gets a +5 class bonus to knowledge (xeno) and pilot.
  
'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 4th level, a Conduit retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he already has the uncanny dodge class feature from another class, he automatically gains improved uncanny dodge (see below) instead. If he is wearing armor or encumbered, the Conduit does not receive the benefits of uncanny dodge or improved uncanny dodge.
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'''{{Anchor|Evasion}} {{Ex}}:''' At 2nd level, a conduit can avoid even magical or unnatural attacks with great agility. If he makes a successful Reflex throw against an attack that normally deals half damage on a successful save, the conduit instead takes no damage. This ability only works if the conduit is unarmored and unencumbered. A helpless Conduit does not gain the benefit of evasion.
  
'''{{Anchor|Power Points/Day}}:''' At 5th level, a Conduit gains the ability to manifest [[SRD:Powers|powers]]. This is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high [[SRD:Wisdom|Wisdom]] score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]).
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'''{{Anchor|Lightsaber}}:''' A 3rd level, a conduit chooses his lightsaber. The lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A conduit can choose whatever design for a hilt and whatever color of a crystal he wishes. His choices of lightsaber are: 1 handed [1d10],  dual wield [two separate 1d8], or double bladed [1d8/1d8]) each with 18-20 x2 critical. Regardless of choice, a lightsaber is always considered a light weapon, does [[SRD:Fire Effect|fire]] and [[SRD:Light Effect|light]] damage (50/50), and bypasses harness.
  
'''{{Anchor|Powers Known}}:''' At 5th level, a Conduit learns two [[SRD:Psychic Warrior Powers|psychic warrior powers]] of his choice. The above table shows when a Conduit can unlock the knowledge of a new power.
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At 7th level and every four after, the lightsaber’s damage increases by 1d8.
  
Choose the powers known from the psychic warrior power list. (''Exception:'' The feats [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] do allow a Conduit to learn powers from the lists of other classes.) A Conduit can manifest any power that has a power point cost equal to or lower than his manifester level.
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'''{{Anchor|Telekinesis}} {{Ps}}:''' At 3rd level, a conduit gains an ability like ''[[SRD:Control Object|control object]]'', at will. At 5th level, when the conduit becomes a manifester, he may augment this with power points. For every two points spent can control 50 more pounds. However, every two power points augmented increases the concentration DC by 1. Unaugmented use of this feature is still free.
  
The total number of powers a Conduit can manifest in a day is limited only by his daily power points.
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'''{{Anchor|Slow Fall}} {{Ex}}:''' At 4th level, a conduit within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The conduit’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) increases by 10’ every four levels after (30’ at 8th, etc.).
  
A Conduit simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
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'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 4th level, a conduit retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he already has the uncanny dodge class feature from another class, he automatically gains improved uncanny dodge (see below) instead. If he is wearing armor or encumbered, the conduit does not receive the benefits of uncanny dodge or improved uncanny dodge.
  
The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against Conduit powers is 10+power’s level+ Conduit’s Wisdom modifier.
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'''{{Anchor|Power Points/Day}}:''' At 5th level, a conduit gains the ability to manifest [[SRD:Powers|powers]]. This is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high [[SRD:Wisdom|Wisdom]] score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). A conduit can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a conduit can manifest in a day is limited only by his daily power points. A conduit simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against conduit powers is 10+power’s level+conduit’s Wisdom modifier.
  
'''{{Anchor|Maximum Power Level Known}}:''' A 5th level, a Conduit can learn two 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
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'''{{Anchor|Powers Known}}:''' At 5th level, a conduit learns two conduit powers. The above table shows when a conduit can unlock the knowledge of a new power. Choose the powers known from the Conduit Power List. (''Exception:'' The feats [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] do allow a conduit to learn powers from the lists of other classes.) A 5th level, a conduit gains access to the Conduit Power List:
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*1st-level Powers: ''[[SRD:Call Weaponry|call weaponry]], [[SRD:Conceal Thoughts|conceal thoughts]], [[SRD:Detect Psionics|detect psionics]], [[Discover Weak Spot (3.5e Power)|discover weak spot]], [[SRD:Distract|distract]], [[SRD:Empathy|empathy]], [[SRD:Inertial Armor|inertial armor]], [[SRD:Know Direction and Location|know direction and location]], [[SRD:Metaphysical Weapon|metaphysical weapon]], [[SRD:Mindlink|mindlink]], [[SRD:Precognition|precognition]], [[SRD:Defensive Precognition|defensive precognition]], [[SRD:Offensive Precognition|offensive precognition]], [[SRD:Synesthete|synesthete]], [[SRD:Telempathic Projection|telempathic projection]];''
 +
*2nd-level Powers: ''[[SRD:Body Purification|body purification]], [[SRD:Concealing Amorpha|concealing amorpha]], [[SRD:Detect Hostile Intent|detect hostile intent]], [[SRD:Elfsight|elfsight]], [[SRD:Specified Energy Adaptation|energy adaptation, specified]], [[SRD:Id Insinuation|id insinuation]], [[SRD:Psionic Identify|identify]], [[SRD:Inflict Pain|inflict pain]], [[SRD:Psionic Levitate|levitate]], [[SRD:Psionic Lion's Charge|lion's charge]], [[SRD:Mental Disruption|mental disruption]], [[SRD:Read Thoughts|read thoughts]], [[SRD:Sensitivity to Psychic Impressions|sensitivity to psychic impressions]], [[SRD:Psionic Suggestion|suggestion]], [[SRD:Thought Shield|thought shield]], [[SRD:Psionic Tongues|tongues]];''
 +
*3rd-level Powers: ''[[SRD:Body Purification|body purification]], [[SRD:Clairvoyant Sense|clairvoyant sense]], [[SRD:Danger Sense|danger sense]], [[SRD:Dispel Psionics|dispel psionics]], [[SRD:Energy Bolt|energy bolt]], [[SRD:Energy Retort|energy retort]],  [[SRD:Escape Detection|escape detection]], [[SRD:Graft Weapon|graft weapon]], [[SRD:Mind Trap|mind trap]], [[SRD:Telekinetic Force|telekinetic force]], [[SRD:Telekinetic Thrust|telekinetic thrust]], [[SRD:Touchsight|touchsight]], [[SRD:Ubiquitous Vision|ubiquitous vision]];''
 +
*4th-level Powers: ''[[SRD:Adapt Body|adapt body]], [[SRD:Catapsi|catapsi]], [[SRD:Correspond|correspond]], [[SRD:Detect Remote Viewing|detect remote viewing]], [[SRD:Psionic Dimensional Anchor|dimensional anchor]], [[SRD:Psionic Dominate|dominate]], [[SRD:Energy Adaptation|energy adaptation]], [[SRD:Psionic Freedom of Movement|freedom of movement]], [[SRD:Mind Probe|mind probe]], [[SRD:Power Leech|power leech]], [[SRD:Power Resistance (Power)|power resistance]], [[SRD:Psychic Crush|psychic crush]], [[SRD:Remote Viewing|remote viewing]], [[SRD:Telekinetic Maneuver|telekinetic maneuver]], [[SRD:Psionic True Seeing|true seeing]], [[SRD:Weapon of Energy|weapon of energy]].''
  
To learn or manifest a power, a Conduit must have a Wisdom score of at least 10+power’s level.
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'''{{Anchor|Blindsense}} {{Ex}}:''' At 6th level, a conduit gains [[SRD:Blindsight and Blindsense#Blindsense|blindsense]] 20’.
  
'''{{Anchor|Blindsense}} {{Ex}}:''' At 6th level, a Conduit gains [[SRD:Blindsight and Blindsense#Blindsense|blindsense]] 10’.
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'''{{Anchor|Bonus Feat}} {{Ex}}:''' At 8th level and every four after, a conduit gets a [[SRD:Feats|bonus feat]].
  
'''{{Anchor|Improved Evasion}} {{Ex}}:''' At 8th level, a Conduit gains improved evasion. This ability functions like evasion (see above) but the Conduit only takes half damage even if he fails his Reflex save. A helpless Conduit does not gain the benefit of improved evasion.
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'''{{Anchor|Improved Evasion}} {{Ex}}:''' At 9th level, a conduit gains improved evasion. This ability functions like evasion (see above) but the conduit only takes half damage even if he fails his Reflex save. A helpless conduit does not gain the benefit of improved evasion.
  
'''{{Anchor|Bonus Feat}} {{Ex}}:''' At 10th level and every four after, a Conduit gets a [[SRD:Feats|bonus feat]].
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'''{{Anchor|Alien Physiology}} {{Su}}:''' At 10th level, after constant interaction with alien beings, being exposed to background radiation form traveling in space, and using the Force, the conduit’s biology changes at the microscopic level. This makes them alien even when there are no outward changes in phenotype, as such they gain the [[Xenotheric (3.5e Subtype)|xenotheric]] subtype, granting them access to alien feats. However, they do not automatically gain any other features of this subtype (like immunities or bio-energy pool).
  
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' At 12th level, a Conduit can no longer be flanked. This defense denies a rogue the ability to sneak attack the Conduit by flanking him unless the attacker has at least four more rogue levels than the target has Conduit levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
+
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' At 13th level, a conduit can no longer be flanked. This defense denies a rogue the ability to sneak attack the conduit by flanking him unless the attacker has at least four more rogue levels than the target has conduit levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
  
'''{{Anchor|Blindsight}} {{Ex}}:''' At 16th level, a Conduit gains [[SRD:Blindsight and Blindsense#Blindsight|blindsight]] 20’.
+
'''{{Anchor|Blindsight}} {{Ex}}:''' At 17th level, a conduit gains [[SRD:Blindsight and Blindsense#Blindsight|blindsight]] 20’.
 
 
 
 
== [[/Sith|The Sith]] ==
 
  
 +
'''{{Anchor|Force Master}} {{Su}}:''' At 20th level, the conduit becomes a Force Master. This allows them to commune with the Force itself and either ask it a question (treat like ''[[SRD:Hypercognition|hypercognition]]'') or ask it to change (treat like ''[[SRD:Bend Reality|bend reality]]''). This is done as a standard action, and once per day (total).
 +
===Campaign Information===
 
{{quote
 
{{quote
 
|There is no hope - join me!
 
|There is no hope - join me!
|orig=Unu Gash, [[SRD:Human|Human]] Sith Lord
+
|orig=Unu Gash, [[SRD:Human|Human]] Sith Lord}}
}}
+
====Conduits in the World====
 
+
'''Organizations:''' Jedi have a lawful good Jedi Council; and see themselves as the ultimate mediators and protectors of order and the republic. While the Sith, do not have an public order – they do have underground organizations.
The dark side of the [[Force (3.5e Deity)|Force]] manifests itself as Sith. Sith are very similar to soulknifes, and anti-paladins and somewhat similar to monks. Sith is an extension of the padawan, being thus any ability that states per level of sith, padawan levels are preadded (i.e. level 1 sith is noted as being a level 11 sith)
 
 
 
'''Requirments:'''
 
*Must have gained 10 levels in Padawan
 
*Can never be Good.
 
 
 
== [[/Jedi|The Jedi]] ==
 
 
 
{{quote
 
|Let the force flow through you - and you will become the force and the force will be you
 
|orig=[[Yoda (3.5e NPC)|Yoda]], [[The Ortal (3.5e Race)|Ortal]] Jedi Master
 
}}
 
 
 
The light side of the [[Force (3.5e Deity)|Force]] manifests itself as Jedi. Jedi are very similar to soulknifes, and paladins and somewhat similar to monks. Jedi are also an extension of the padawan, being thus any ability that states per level of jedi, padawan levels are preadded (i.e. level 1 jedi is noted as being a level 11 jedi.
 
 
 
'''Requirments:'''
 
*Must have gained 10 levels in Padawan
 
*Can never be Evil
 
  
==From Sith to Jedi... and back again (the mechanics of switching trees)==
+
'''NPC Reactions:''' Most people respect the Jedi, and find them to be mostly good. Most people fear the Sith, and do everything in their power to appeases them – bounty hunters seem to have a notably good reaction to them.
 
 
If you change your alignment enough to make you the opposite on the good evi axis (i.e. switch to evil from good), then do the following:
 
*lose 500 XP to switch
 
*become the opposite prestige class (sith to jedi or jedi to sith)
 
*take the bab, saves, Sp and Ex ability's that are appropriate to your level.
 
*retain all Su, and Ps class features of previous PrC
 
*roll a d4 dice, denoting how many level's until you get corruption or virtue.
 
*start gaining class features from current class as if you were 3 levels lower - abilities do not stack with each other (i.e. if you already had throw lightsaber, and you get it again, you still '''just''' have throw lightsaber).
 
 
 
====The Force in the Game====
 
 
 
<!--How characters of this class fit in the game (PC and NPC) and what roles they play.-->
 
  
 +
'''Religion:''' Conduits worship the all powerful [[Force (3.5e Deity)|Force]]. They do not need temples, or prayers to worship the Force - they only listen to it.
 +
====Conduit Lore====
 +
Characters with ranks in [[Knowledge Xeno (3.5e Skill)|Knowledge (xeno)]] can research conduits to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 +
{|class="zebra d20"
 +
|+Knowledge (xeno)
 +
!DC||class="left"|Result
 +
|-
 +
|10||class="left"|Conduits have a laser weapon and do space magic.
 +
|-
 +
|15||class="left"|There are two factions of conduit, Sith and Jedi. Both are skilled swordsmen and can manifest powers.
 +
|-
 +
|20||class="left"|Specific info on a conduit.
 +
|}
 
----
 
----
{{3.5e Base Classes Breadcrumb}}
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{{3.5e Base Classes Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Class]] [[Category:Base Class]]
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Base Class]]
 
 
 
 
{{Navboxes}}
 
{{Navboxes}}

Latest revision as of 02:04, 25 May 2019

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Date Created: 03/07/10
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Psionics, Other Full

Force Conduit[edit]

Force Conduits, also know as Sith and Jedi, are students of the all powerful Force. They are highly skilled at combat and have an advanced plasma sword – but are better know for their powers with the Force. The only alignment driven feature of this class is the Conduit’s choice in powers.

Making a Conduit[edit]

Let the force flow through you - and you will become the force and the force will be you
—Yoda, Ortal Jedi Master

Abilities: A Conduit depends mostly on Wisdom and Dexterity; secondarily, on Intellect (for skills) and Strength (for damage).

Alignment: Any.

Starting Age: Simple.

Table: The Force Conduit

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows AC PP/Day #Known Max Level
Fort Ref Will
1st +0 +0 +2 +2 Acrobatics, Finesse –2/–2 +0
2nd +1 +0 +3 +3 Alien Skills, Evasion –1/–1 +0
3rd +2 +1 +3 +3 Lightsaber, Telekinesis +0/+0 +0
4th +3 +1 +4 +4 Slow Fall, Uncanny Dodge +1/+1 +0
5th +3 +1 +4 +4 Manifester +2/+2 +1 5 2 1st
6th +4 +2 +5 +5 Blindsense +3/+3 +1 8 3 1st
7th +5 +2 +5 +5 Lightsaber+1d8 +4/+4 +1 11 3 1st
8th +6/+1 +2 +6 +6 Bonus Feat +5/+5/+0 +1 14 4 1st
9th +6/+1 +3 +6 +6 Improved Evasion +6/+6/+1 +1 23 5 2nd
10th +7/+2 +3 +7 +7 Alien Physiology +7/+7/+2 +2 20 6 2nd
11th +8/+3 +3 +7 +7 Lightsaber+2d8 +8/+8/+8/+3 +2 26 6 2nd
12th +9/+4 +4 +8 +8 Bonus Feat +9/+9/+9/+4 +2 32 7 3rd
13th +9/+4 +4 +8 +8 Improved Uncanny Dodge +9/+9/+9/+4 +2 38 8 3rd
14th +10/+5 +4 +9 +9 +10/+10/+10/+5 +2 44 8 3rd
15th +11/+6/+1 +5 +9 +9 Lightsaber+3d8 +11/+11/+11/+6/+1 +3 50 9 4th
16th +12/+7/+2 +5 +10 +10 Bonus Feat +12/+12/+12/+7/+2 +3 59 10 4th
17th +12/+7/+2 +5 +10 +10 Blindsight +12/+12/+12/+7/+2 +3 68 11 4th
18th +13/+8/+3 +6 +11 +11 +13/+13/+13/+8/+3 +3 77 11 4th
19th +14/+9/+4 +6 +11 +11 Lightsaber+4d8 +14/+14/+14/+9/+4 +3 86 12 4th
20th +15/+10/+5 +6 +12 +12 Force Master +15/+15/+15/+10/+5 +4 95 13 4th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Proficient with all martial future technology weapons and shields, however they cannot wear armor of any kind.

Acrobatics (Ex): A 1st level, a conduit gains a +5 competency bonus on balance, jump and tumble checks. At 5th level and every five after, this bonus increases by 5 (max +20). In addition, a Conduit can always take 10 on a roll for one of the aforementioned skills, even when circumstances would normally prevent him from doing so. The conduit must be unarmored and unencumbered in order to receive these bonuses.

Finesse (Ex): A conduit automatically gains the weapon finesse feat with any weapon that is considered a one-handed slashing weapon for him in addition to any normal weapons to which Weapon Finesse can be applied. If another feat (such as Exotic Weapon Proficiency) is required to wield the weapon in one hand, then that feat must be taken first.

A conduit can choose to add his Dexterity modifier to his damage rolls, instead of his Strength. If he uses his weapon in two hands, he deals one and a half times his Dexterity modifier in damage. This ability does not stack with any other ability that adds the characters Dexterity modifier to attack or damage rolls.

Flurry of Blows (Ex): When unarmored, a conduit may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the above table. This penalty applies for 1 round, so it also affects attacks of opportunity the conduit might make before his next action. When a Conduit reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A conduit must use a full attack action to strike with the flurry of blows, and the technique can only be used when he is wielding a single melee slashing weapon. The flurry of blows may only be used with a primary weapon. As such, the flurry of blows cannot be used when fighting with two weapons or a double weapon.

The conduit's ability to use the flurry of blows improves at 11th level. In addition to the standard extra attack he receives, he also gains another extra attack at his highest base attack bonus.

AC Bonus (Ex): When unarmored and unencumbered, a conduit adds his Wisdom bonus (if any) to his AC. In addition, he gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Conduit levels thereafter (+2 at 10th, etc.). These bonuses to AC apply even against touch attacks or when the conduit is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load. The Wisdom bonus also does not stack with any other class that offers a Wisdom bonus to AC (such as the monk).

Alien Skills: A 2nd level, a conduit gains knowledge (xeno), pilot and profession (pilot) as class skills, and gets a +5 class bonus to knowledge (xeno) and pilot.

Evasion (Ex): At 2nd level, a conduit can avoid even magical or unnatural attacks with great agility. If he makes a successful Reflex throw against an attack that normally deals half damage on a successful save, the conduit instead takes no damage. This ability only works if the conduit is unarmored and unencumbered. A helpless Conduit does not gain the benefit of evasion.

Lightsaber: A 3rd level, a conduit chooses his lightsaber. The lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A conduit can choose whatever design for a hilt and whatever color of a crystal he wishes. His choices of lightsaber are: 1 handed [1d10], dual wield [two separate 1d8], or double bladed [1d8/1d8]) each with 18-20 x2 critical. Regardless of choice, a lightsaber is always considered a light weapon, does fire and light damage (50/50), and bypasses harness.

At 7th level and every four after, the lightsaber’s damage increases by 1d8.

Telekinesis (Ps): At 3rd level, a conduit gains an ability like control object, at will. At 5th level, when the conduit becomes a manifester, he may augment this with power points. For every two points spent can control 50 more pounds. However, every two power points augmented increases the concentration DC by 1. Unaugmented use of this feature is still free.

Slow Fall (Ex): At 4th level, a conduit within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The conduit’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) increases by 10’ every four levels after (30’ at 8th, etc.).

Uncanny Dodge (Ex): At 4th level, a conduit retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he already has the uncanny dodge class feature from another class, he automatically gains improved uncanny dodge (see below) instead. If he is wearing armor or encumbered, the conduit does not receive the benefits of uncanny dodge or improved uncanny dodge.

Power Points/Day: At 5th level, a conduit gains the ability to manifest powers. This is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). A conduit can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a conduit can manifest in a day is limited only by his daily power points. A conduit simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against conduit powers is 10+power’s level+conduit’s Wisdom modifier.

Powers Known: At 5th level, a conduit learns two conduit powers. The above table shows when a conduit can unlock the knowledge of a new power. Choose the powers known from the Conduit Power List. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a conduit to learn powers from the lists of other classes.) A 5th level, a conduit gains access to the Conduit Power List:

Blindsense (Ex): At 6th level, a conduit gains blindsense 20’.

Bonus Feat (Ex): At 8th level and every four after, a conduit gets a bonus feat.

Improved Evasion (Ex): At 9th level, a conduit gains improved evasion. This ability functions like evasion (see above) but the conduit only takes half damage even if he fails his Reflex save. A helpless conduit does not gain the benefit of improved evasion.

Alien Physiology (Su): At 10th level, after constant interaction with alien beings, being exposed to background radiation form traveling in space, and using the Force, the conduit’s biology changes at the microscopic level. This makes them alien even when there are no outward changes in phenotype, as such they gain the xenotheric subtype, granting them access to alien feats. However, they do not automatically gain any other features of this subtype (like immunities or bio-energy pool).

Improved Uncanny Dodge (Ex): At 13th level, a conduit can no longer be flanked. This defense denies a rogue the ability to sneak attack the conduit by flanking him unless the attacker has at least four more rogue levels than the target has conduit levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Blindsight (Ex): At 17th level, a conduit gains blindsight 20’.

Force Master (Su): At 20th level, the conduit becomes a Force Master. This allows them to commune with the Force itself and either ask it a question (treat like hypercognition) or ask it to change (treat like bend reality). This is done as a standard action, and once per day (total).

Campaign Information[edit]

There is no hope - join me!
—Unu Gash, Human Sith Lord

Conduits in the World[edit]

Organizations: Jedi have a lawful good Jedi Council; and see themselves as the ultimate mediators and protectors of order and the republic. While the Sith, do not have an public order – they do have underground organizations.

NPC Reactions: Most people respect the Jedi, and find them to be mostly good. Most people fear the Sith, and do everything in their power to appeases them – bounty hunters seem to have a notably good reaction to them.

Religion: Conduits worship the all powerful Force. They do not need temples, or prayers to worship the Force - they only listen to it.

Conduit Lore[edit]

Characters with ranks in Knowledge (xeno) can research conduits to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (xeno)
DC Result
10 Conduits have a laser weapon and do space magic.
15 There are two factions of conduit, Sith and Jedi. Both are skilled swordsmen and can manifest powers.
20 Specific info on a conduit.

Back to Main Page3.5e HomebrewClassesBase Classes

Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics + and Other +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Balance +, Bluff +, Climb +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryForce Conduits, also know as Sith and Jedi, are students of the all powerful Force. They are highly skilled at combat and have an advanced plasma sword – but are better know for their powers with the Force. +
TitleForce Conduit +
Will Save ProgressionGood +