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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 offers a channel in which to dish out more damage, protect themselves, and even clear away groups of foes. However, it does leave the Conduit vulnerable to the opposing energy damage when they are charged. Even without this feature, the conduit is still a martial master that is deadly in combat, with a large selection of abilities to suite 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 + Int Mod
Weapon Proficiency: A Weapon Group of choice
Armor Proficiency: None
Saves: 1 High 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 Weapon Group OffensiveF +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 Ephemeral Weapon +3 +8/+3 +6 +2 +0
9 Shield FocusF +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 Ephemeral Weapon +4 and Improve 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 Weapon Group OffensiveF and Wizard's Baccalaureate(Divination)D +15/+10/+5 +9 +5 +1
16 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 Improved Shield FocusF +18/+13/+8/+3 +11 +6 +1
19 Greater Ephemeral WeaponA +19/+14/+9/+4 +11 +6 +1
20 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 spell casting lists Pick two arcane schools other than divination, they become forbidden. 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.

Weapon Group Offensive: 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 Associates (Divination): Gain +1 Insight +1 per 5 CL bonus to AC and Attack. For the Conduit this will be +2 at HD 10 and +3 at HD 20 due to their CL being half their HD.

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

Energy Veil: Gain the ability Energy Veil.

Shield Focus: Choose a shield type that the Conduit is proficient with, gain a special effect and a +1 training bonus to shield AC while wielding it.

Natural Magic: Gain the ability Natural Magic. In this case, specifically mimicking the spell Energy Chain. In the case of this ability it will use HD instead of CL. All Natural magics share their uses per day.

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

Energy Echo: Gain the ability Enegy 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 Hit. The weapon selected for Weapon Fixation will now have a +3 training bonus to hit.

Improved Weapon Group Offensive: 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 available natural magics. Note: all uses of natural magic are shared.

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

Natural Magic: Add Area Denial to available natural magics. Note: 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, round down. So 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 spell book around and put any spell into it from their specified list. (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 spell book must be memorized and will, 'take,' a spell per day to do so. It will be kept as a prepared spell until cast. A memorized spell's slot can be used to cast any known spell instead.

Spell Proficiency: Spell proficiency is added to Spells, spell-like abilities(Sp), supernatural abilities(Su) DC's, as well as any non-touch attack roll. It is also applied as a flat bonus for each damage/healing/warding dice for Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su). For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 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, resisting the magic will be much easier. The best kind of spells will be spells that do not require, or elicit, a saving throw. Typically, things that enhance the performance of the basics_r's, or their group's, combat capabilities. As is the case with everything, these spells are suggestions, not required.

Simplex

Level 1

Level 2

Level 3

Level 4