Force Conduit (3.5e Class)
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Psionics, Other Full
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
|“||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).
Starting Age: Simple.
|Saving Throws||Special||Flurry of Blows||AC||PP/Day||#Known||Max Level|
|2nd||+1||+0||+3||+3||Alien Skills, Evasion||–1/–1||+0||—||—||—|
|4th||+3||+1||+4||+4||Slow Fall, Uncanny Dodge||+1/+1||+0||—||—||—|
|13th||+9/+4||+4||+8||+8||Improved Uncanny Dodge||+9/+9/+9/+4||+2||38||8||3rd|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
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).
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:
- 1st-level Powers: call weaponry, conceal thoughts, detect psionics, discover weak spot, distract, empathy, inertial armor, know direction and location, metaphysical weapon, mindlink, precognition, defensive precognition, offensive precognition, synesthete, telempathic projection;
- 2nd-level Powers: body purification, concealing amorpha, detect hostile intent, elfsight, energy adaptation, specified, id insinuation, identify, inflict pain, levitate, lion's charge, mental disruption, read thoughts, sensitivity to psychic impressions, suggestion, thought shield, tongues;
- 3rd-level Powers: body purification, clairvoyant sense, danger sense, dispel psionics, energy bolt, energy retort, escape detection, graft weapon, mind trap, telekinetic force, telekinetic thrust, touchsight, ubiquitous vision;
- 4th-level Powers: adapt body, catapsi, correspond, detect remote viewing, dimensional anchor, dominate, energy adaptation, freedom of movement, mind probe, power leech, power resistance, psychic crush, remote viewing, telekinetic maneuver, true seeing, weapon of energy.
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.
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).
|“||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.
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.
|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.|
|Article Balance||High +|
|Author||Franken Kesey +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Psionics + and Other +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Good +|
|Skill||Autohypnosis +, Balance +, Bluff +, Climb +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival +, Swim +, Tumble +, Use Rope + and Disable Device +|
|Skill Points||6 +|
|Summary||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. +|
|Title||Force Conduit +|
|Will Save Progression||Good +|