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The Conduit

The Conduit

The ability to charge themselves with an energy type nets the Conduit a serious advantage in combat. It gives them a way to dish out more damage, protect themselves, and even clear away groups of foes. However, it also leaves the Conduit vulnerable to the opposing energy type while charged. Even without this feature, the Conduit is still a martial master with a large selection of abilities suited to different situations.

Basic Detail

HD Type: d8 Bonus HP Per HD: +5 Attack Curve: High Magical Prowess: Basic Sub-Type: Specialist Skill Growth: 6 + Intelligence Modifier (4x as much at first level) Suggested Skills: Acrobatics, Balance, Concentration, Craft, Discern Intent, Diplomacy, Escape Artist, Gather Information, Haggle, Investigate, Knowledge (Arcana), Knowledge (Common), Knowledge (Engineering), Knowledge (High Class), Knowledge (History), Knowledge (The Planes), Knowledge (Religion), Lock Picking, Profession, and Sabotage Device. Known Skills: 10 + Intelligence Modifier Weapon Proficiency: A Weapon Group of choice Armor Proficiency: None Saves: 1 High and 3 Low Primary Mental Attribute (PMA): Intelligence

Suggested Attribute Distribution: Str 18, Dex 14, Con 16, Int 16, Wis 14, Cha 12

Progression


HD Perk Base Attack High Save Low Save Spell
Proficiency
1 Wizardry(Diviner)D, Energy Charge 1/dayA, Lesser Ephemeral WeaponA, and Weapon Group FixationF +1 +2 +0 +0
2 - +2 +3 +0 +0
3 Offensive Group TrainingF +3 +3 +1 +0
4 Improved Ephemeral Weapon +2A +4 +4 +1 +0
5 Energy Charge 2/day and Wizard's Associate (Diviner) Insight +1D +5 +4 +1 +0
6 Weapon Group DefensiveF +6/+1 +5 +2 +0
7 Energy Veil 2/day +7/+2 +5 +2 +0
8 Improved Ephemeral Weapon +3 +8/+3 +6 +2 +0
9 Shield TrainingF +9/+4 +6 +3 +0
10 Insight +2, Energy Charge 3/day, Natural Spell (Energy Chain)A, Resistive FocusD, and Energy Echo (2/day)A +10/+5 +7 +3 +1
11 - +11/+6/+1 +7 +3 +1
12 Improved Ephemeral Weapon +4 and Improved Weapon Group FixationF +12/+7/+2 +8 +4 +1
13 Energy Crescents 3/dayA +13/+8/+3 +8 +4 +1
14 3rd Energy Crescent and Energy Veil 3/day +14/+9/+4 +9 +4 +1
15 Improved Offensive Group TrainingF and Wizard's Baccalaureate (Divination)D +15/+10/+5 +9 +5 +1
16 Improved Ephemeral Weapon +5 and Natural Magic (Grand Energy Flux)A +16/+11/+6/+1 +10 +5 +1
17 - +17/+12/+7/+2 +10 +5 +1
18 Energy Crescents 4/day and Shield FocusF +18/+13/+8/+3 +11 +6 +1
19 Greater Ephemeral WeaponA +19/+14/+9/+4 +11 +6 +1
20 Greater Ephemeral Weapon +6, Insight +3, Natural Magic (Area Denial)A, and Wizard's Masters(Divination)D +20/+15/+10/+5 +12 +6 +2

F Feat, A Ability, and D Definition


The Breakdown

Wizardry (Diviner): The Conduit gains access to the arcane spellcasting list. Pick two arcane schools other than divination; they become forbidden. Spells from forbidden schools cannot be cast or learned under any circumstance. In exchange, all divination spells become known spells.

Energy Charge: Gain the ability Energy Charge.

Lesser Ephemeral Weapon: Gain the ability Lesser Ephemeral Weapon.

Weapon Group Fixation: Gain a +1 training bonus to attack rolls made with weapons in the Conduit's weapon group.

Offensive Group Training: Gain a +2 training bonus to damage rolls made with weapons in the Conduit's weapon group.

Improved Ephemeral Weapon: Upgrade Lesser Ephemeral weapon to Improved Ephemeral Weapon.

Wizard's Associate (Divination): Gain a +1 insight bonus, plus an additional +1 per 5 CL, to AC and attack rolls. For the Conduit, this will be +2 at 10 HD and +3 at 20 HD because their CL is half their HD.

Weapon Group Defensive: Gain a +1 parry bonus to AC while wielding a weapon in the Conduit's weapon group.

Energy Veil: Gain the ability Energy Veil.

Shield Training: Gain proficiency with all shields.

Natural Magic: Gain the ability Natural Magic, specifically mimicking the spell Energy Chain. This ability uses HD instead of CL. All Natural Magic effects share their uses per day.

Resistive Focus: Pick a low save and make it a high save.

Energy Echo: Gain the ability Energy Echo.

Energy Crescents: Gain the ability Energy Crescents.

Improved Weapon Group Fixation: All weapons within the weapon group will now have a +2 training bonus on rolls to attack. The weapon selected for Weapon Fixation will now have a +3 training bonus to attack.

Improved Offensive Group Training: All weapons within the weapon group will now have a +4 training bonus to damage rolls. The weapon selected for weapon fixation will now have a +6 training bonus to damage.

Wizard's Baccalaureate (Divination): Gain the ability to see invisible foes at all times.

Natural Magic: Add Grand Energy Flux to the available Natural Magic effects. Remember that all uses of Natural Magic are shared.

Shield Focus: Gain additional bonuses with a chosen type of shield.

Greater Ephemeral Weapon: Upgrade Improved Ephemeral Weapon to Greater Ephemeral Weapon.

Natural Magic: Add Area Denial to the available Natural Magic effects. Remember that all uses of Natural Magic are shared.

Wizard's Masters (Divination): All critical hits are automatically confirmed.

Spell Casting

Caster Level: A basic caster's caster level (CL) is considered to be their HD divided in half, rounded down. Thus, a level 11 basic caster has a CL of 5. This affects many aspects of a spell, like range, number of damage dice, duration, etc.

Spells Known: Spells known are spells that a caster does not have to prepare ahead of time. A basic magic user does not get many of these. This does not mean, however, that they cannot cast spells. They can carry a spellbook around and put any spell from their specified list into it (Arcane, Divine, or Generalist).

Spells Per Day: Also called spell slots, these are how many of a given spell level can be cast per day. Sometimes a level will have 0 listed. This means they are able to cast spells at that level, given that they have a high enough PMA to get bonus spells per day.

Prepared Spells: Spells in a spellbook must be prepared, consuming a spell per day when they are. A spell remains prepared until cast. The slot occupied by a prepared spell can be used to cast any known spell instead.

Spell Proficiency: Spell proficiency is added to spells, spell-like abilities (Sp), supernatural abilities (Su) DCs, as well as spell attack rolls, including touch attacks. It is also applied as a flat bonus for each damage/healing/warding die for spells, spell-like abilities (Sp), or supernatural abilities (Su). Spell proficiency does not apply to the attack or damage rolls of a weapon modified by a spell, unless that spell explicitly says otherwise. For example, if a character has a spell that deals 5d6 damage and has a Spell Proficiency of 2, it will deal 5d6+10 damage.

Spells Known
HD 1st 2nd 3rd 4th
1 - - - -
2 - - - -
3 1 - - -
4 1 - - -
5 1 - - -
6 1 - - -
7 1 1 - -
8 1 1 - -
9 2 1 - -
10 2 1 - -
11 2 1 1 -
12 2 1 1 -
13 2 1 1 -
14 2 2 1 -
15 3 2 1 1
16 3 2 1 1
17 3 2 2 1
18 3 2 2 1
19 3 2 2 1
20 3 3 2 2
Spells Per Day
HD 1st 2nd 3rd 4th
1 - - - -
2 0 - - -
3 1 - - -
4 1 - - -
5 2 - - -
6 2 0 - -
7 2 1 - -
8 2 1 - -
9 2 1 - -
10 3 2 0 -
11 3 2 1 -
12 3 2 1 -
13 3 2 1 -
14 3 3 1 0
15 4 3 1 1
16 4 3 2 1
17 4 4 2 1
18 4 4 2 2
19 4 4 2 2
20 5 4 2 2

Suggested Spells by Level

Since the Conduit has basic magic, enemies will resist their magic more easily. Spells that do not require or elicit a saving throw are often the most reliable, particularly those that improve the Conduit's capabilities or those of their group. As with everything, these spells are suggestions, not requirements.

Simplex

Level 1

Level 2

Level 3

Level 4