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

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|special1=[[#Acrobatics|Acrobatics]], [[#Finesse|Finesse]]{{!!}} –1/–1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
 
|special1=[[#Acrobatics|Acrobatics]], [[#Finesse|Finesse]]{{!!}} –1/–1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
 
|special2=[[#Evasion|Evasion]]{{!!}}+0/+0{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
 
|special2=[[#Evasion|Evasion]]{{!!}}+0/+0{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
|special3=[[#Lightsaber|Lightsaber]]{{!!}}+1/+1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
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|special3=[[#Lightsaber|Lightsaber]], [[#Xeno Knowledge|Xeno Knowledge]]{{!!}}+1/+1{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
 
|special4=[[#Slow Fall|Slow Fall]], [[#Uncanny Dodge|Uncanny Dodge]]{{!!}}+2/+2{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
 
|special4=[[#Slow Fall|Slow Fall]], [[#Uncanny Dodge|Uncanny Dodge]]{{!!}}+2/+2{{!!}}+0{{!!}}—{{!!}}—{{!!}}—
 
|special5=[[#Power Points/Day|Manifester]]{{!!}}+4/+4{{!!}}+1{{!!}}5{{!!}}3{{!!}}1st
 
|special5=[[#Power Points/Day|Manifester]]{{!!}}+4/+4{{!!}}+1{{!!}}5{{!!}}3{{!!}}1st
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|special11=[[#Lightsaber|Lightsaber+2d8]]{{!!}}+11/+11/+11/+6/+1{{!!}}+2{{!!}}26{{!!}}8{{!!}}3rd
 
|special11=[[#Lightsaber|Lightsaber+2d8]]{{!!}}+11/+11/+11/+6/+1{{!!}}+2{{!!}}26{{!!}}8{{!!}}3rd
 
|special12=[[#Improved Uncanny Dodge|Improved Uncanny Dodge]]{{!!}}+12/+12/+12/+7/+2{{!!}}+2{{!!}}32{{!!}}9{{!!}}3rd
 
|special12=[[#Improved Uncanny Dodge|Improved Uncanny Dodge]]{{!!}}+12/+12/+12/+7/+2{{!!}}+2{{!!}}32{{!!}}9{{!!}}3rd
|special13= {{!!}}+13/+13/+13/+8/+3{{!!}}+2{{!!}}38{{!!}}9{{!!}}3rd
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|special13={{!!}}+13/+13/+13/+8/+3{{!!}}+2{{!!}}38{{!!}}9{{!!}}3rd
 
|special14=[[#Bonus Feat|Bonus Feat]]{{!!}}+14/+14/+14/+9/+4{{!!}}+2{{!!}}44{{!!}}10{{!!}}4th
 
|special14=[[#Bonus Feat|Bonus Feat]]{{!!}}+14/+14/+14/+9/+4{{!!}}+2{{!!}}44{{!!}}10{{!!}}4th
 
|special15=[[#Lightsaber|Lightsaber+3d8]]{{!!}}+15/+15/+15/+10/+5{{!!}}+3{{!!}}50{{!!}}11{{!!}}4th
 
|special15=[[#Lightsaber|Lightsaber+3d8]]{{!!}}+15/+15/+15/+10/+5{{!!}}+3{{!!}}50{{!!}}11{{!!}}4th
 
|special16=[[#Blindsight|Blindsight]]{{!!}}+16/+16/+16/+11/+6/+1{{!!}}+3{{!!}}59{{!!}}12{{!!}}4th
 
|special16=[[#Blindsight|Blindsight]]{{!!}}+16/+16/+16/+11/+6/+1{{!!}}+3{{!!}}59{{!!}}12{{!!}}4th
|special17= {{!!}}+17/+17/+17/+12/+7/+2{{!!}}+3{{!!}}68{{!!}}12{{!!}}4th
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|special17={{!!}}+17/+17/+17/+12/+7/+2{{!!}}+3{{!!}}68{{!!}}12{{!!}}4th
 
|special18=[[#Bonus Feat|Bonus Feat]]{{!!}}+18/+18/+18/+13/+8/+3{{!!}}+3{{!!}}77{{!!}}13{{!!}}4th
 
|special18=[[#Bonus Feat|Bonus Feat]]{{!!}}+18/+18/+18/+13/+8/+3{{!!}}+3{{!!}}77{{!!}}13{{!!}}4th
 
|special19=[[#Lightsaber|Lightsaber+4d8]]{{!!}}+19/+19/+19/+14/+9/+4{{!!}}+3{{!!}}86{{!!}}14{{!!}}4th
 
|special19=[[#Lightsaber|Lightsaber+4d8]]{{!!}}+19/+19/+19/+14/+9/+4{{!!}}+3{{!!}}86{{!!}}14{{!!}}4th
|special20= {{!!}}+20/+20/+20/+15/+10/+5{{!!}}+4{{!!}}95{{!!}}15{{!!}}4th
+
|special20=[[#Force Master|Force Master]]{{!!}}+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, 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}}
 
===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.
 
'''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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'''{{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.
 
'''{{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.
  
'''{{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.
+
'''{{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.
  
At 7th level and every four after the lightsaber’s damage increases by 1d8.
+
At 7th level and every four after, the lightsaber’s damage increases by 1d8.
 +
 
 +
'''{{Anchor|Xeno Knowledge}}:''' A 3rd level, a Conduit gains [[Knowledge Xeno (3.5e Skill)|knowledge (xeno)]] and [[Pilot (3.5e Skill)|pilot]] as class skills, and gets a +5 class bonus to both.
  
 
'''{{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.).
 
'''{{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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The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against Conduit powers is 10+power’s level+ Conduit’s Wisdom modifier.
 
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.
+
'''{{Anchor|Maximum Power Level Known}}:''' A 5th level, a Conduit learns three 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
  
 
To learn or manifest a power, a Conduit must have a Wisdom score of at least 10+power’s level.
 
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|Blindsight}} {{Ex}}:''' At 16th level, a Conduit gains [[SRD:Blindsight and Blindsense#Blindsight|blindsight]] 20’.
 
'''{{Anchor|Blindsight}} {{Ex}}:''' At 16th level, a Conduit gains [[SRD:Blindsight and Blindsense#Blindsight|blindsight]] 20’.
  
 
+
'''{{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).
== [[/Sith|The Sith]] ==
+
===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====
  
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)
+
'''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.
  
'''Requirments:'''
+
'''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.
*Must have gained 10 levels in Padawan
 
*Can never be Good.  
 
  
== [[/Jedi|The Jedi]] ==
+
'''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.
  
{{quote
+
====Conduit Lore====
|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.
+
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.
  
'''Requirments:'''
+
{| class="zebra d20"
*Must have gained 10 levels in Padawan
+
|+ Knowledge (xeno)
*Can never be Evil
+
! DC || class="left" | Result
 
+
|-
==From Sith to Jedi... and back again (the mechanics of switching trees)==
+
| 10 || class="left" | Conduits have a laser weapon and do space magic.
 
+
|-
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:
+
| 15 || class="left" | There are two factions of Conduit, Sith and Jedi. Both are skilled swordsmen and can manifest powers.
*lose 500 XP to switch
+
|-  
*become the opposite prestige class (sith to jedi or jedi to sith)
+
| 20 || class="left" | Specific info on a Conduit.
*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.-->
 
  
 
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{{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]]
 
 
 
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Revision as of 02:02, 26 March 2019

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Author: Franken Kesey (talk)
Date Created: 3/7/2010
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1



Psionics, Other Full

Force Conduit

All force Conduits follow the same path to understand the all powerful 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

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

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), 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), Open Lock (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

Weapon and Armor Proficiency: Proficient with all simple and martial weapons and shields (except tower), however they cannot wear armor of any kind.

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.

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, 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 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).

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.

Force Hand (Ps): At 3rd level, a Conduit gains an ability like far hand, at will and can move a max of 10lbs.

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.

Xeno Knowledge: A 3rd level, a Conduit gains knowledge (xeno) and pilot as class skills, and gets a +5 class bonus to both.

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).

Powers Known: At 5th level, a Conduit learns two psychic warrior powers of his choice. The above table shows when a Conduit can unlock the knowledge of a new power.

Choose the powers known from the psychic warrior 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 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.

Maximum Power Level Known: A 5th level, a Conduit learns three 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a Conduit must have a Wisdom score of at least 10+power’s level.

Blindsense (Ex): At 6th level, a Conduit gains blindsense 10’.

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.

Bonus Feat (Ex): At 10th level and every four after, a Conduit gets a bonus feat.

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.

Blindsight (Ex): At 16th 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

There is no hope - join me!
—Unu Gash, 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.

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

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

Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionGood +
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 +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
TitleForce Conduit +
Will Save ProgressionGood +