Conduit Tears

### **Arsenal Alight:**

The Conduit may light two equipped Manufactured or Natural weapons at once using a move-equivalent action. (Or a swift action, if they possess the Tattooed Conduit Tear), rather than lighting them each one at a time. This only applies to weapons that are actively equipped and can apply to multiple categories of weapon at once if the conduit chooses (such as lighting a Conduit’s held weapon, and a chosen natural attack alight simultaneously)

### **Ball of Fire:**

The Conduit can immediately extinguish their Weapons while Weapon Alight is active, to gather the flames into a massive ball, tossing it at nearby enemies in a volatile explosive burst.

As a standard action; the Conduit can immediately extinguish their weapons by directing their weapon alight into a 30ft burst of flames; immediately ending their Weapon Alight, and unleashing it unto any area within a 100ft range. This burst deals 1d6 Fire damage for every class level the Conduit possesses and offers a reflex save (DC = 10 + ½ Class Level + CON) to receive half damage.

### **Bonus Feat:**

The conduit gains a Bonus combat feat. A Conduit can select this tear up to three times.

### **Cauterize**

When a Conduit with this tear reduces a creature to fewer than 0 hp with energy damage via weapon alight, she can instead choose to leave that creature at -1 hp and stable.

### **Conduit Weapon:**

The Conduit can bond with a single manufactured weapon upon taking this tear. When they do so, the weapon becomes made of pure energy, inflicting pure energy damage rather than the default for it's type. In addition, the conduit can call this weapon to their grasp as a move equivalent action so long as they are on the same plane of existence as the weapon. When called in this manner, the weapon is lit (per Weapon Alight) on arrival.

Bonding with a weapon requires a short ritual that costs 100 GP per enhancement bonus of the weapon (Maximum 1000 GP) and takes 1 hour to perform.

### **Conduit's Callback:**

**Prerequisite:** Conduit Weapon

When using Conduit Weapon; the required time to call back a weapon to your grasp becomes a free action; allowing the Conduit to make full attack-actions with a thrown Conduit weapon.

### **Elemental Armor (Su):**

**Prerequisite:** Nimbus

While under the effects of Nimbus; the Conduit’s armor becomes encased in a layer of elemental energy. This layer increases the Natural armor bonus of the Conduit by +1 for every 4 levels of Conduit they possess. (Minimum +1, Maximum +5 Bonus Natural Armor) This natural armor does not hinder the Conduit’s movement in any way.

Manifesting this armor costs 3 Rounds of Nimbus during the initial activation, but it has no additional cost to maintain compared to a standard Nimbus.

### **Elemental Reflection:**

Prerequisite: Conduit 14th

Once per Nimbus, the Conduit can sacrifice 1 or more rounds from their Nimbus as an immediate action to reflect a spell back with a descriptor matching the Conduit’s Elemental Affinity ([Fire] spells, by default) at their caster. This functions as Spell Turning, but only if the targeted spell has a level greater than or equal to the number of rounds expended. If insufficient rounds are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of rounds spent.

### **Energized Familiar:**

**Prerequisite(s):** Tattoo Familiar

As a standard action, the Conduit's elemental familiar can transform itself into a ball of energy to assault the Conduit's foes alongside them. This causes the familiar to transform into a Flaming Sphere, using the Conduit's HD in place of CL. Upon the Conduit reaching Conduit level 10th, it functions per Greater Flaming Sphere.

Unlike a true Flaming Sphere, this sphere can be commanded to move each round using a swift OR move-equivalent action. While in this form, the Familiar is unable to use items, or any familiar special abilities it possessed before the transformation. They can only move, and inflict damage until returned to their normal form. While in this form the Familiar cannot be attacked, but the effect can be dispelled identically to a Flaming Sphere causing the familiar to revert back into their normal form. This can be activated or deactivated once a round as a free action, but cannot be reactivated in the same round. Every round after the first it costs 1 nimbus round.

### **Ensnaring Nimbus:**

The Conduit’s protective nimbus grants them an elemental barrier from ranged attacks. While under the effect’s of nimbus, the Conduit gains use of the deflect arrows feat and may deflect projectiles that would normally be too large or unwieldy to do bare-handed, such as cannonballs, bullets, siege ammunition, etc.

### **Everlasting Nimbus:**

Sometimes, attacking a Conduit’s nimbus can only serve to fan the flames brighter. Each time a melee attack is attempted against the Conduit during their Nimbus, and the attack roll fails by more than 5, the Conduit regains an additional round of daily Nimbus usage. This effect can only occur once per round.

### **Firewalk:**

**Prerequisites**: Conduit 6

As a free action, a Conduit can channel elemental energy into their legs to literally walk on air. This grants the Conduit a fly speed equal to their base land speed, with average maneuverability. She moves at her normal speed in all directions, including vertically. However; a firewalking Conduit also leaves footprints of flame in the air that disperse 4 rounds after the movement is made. These footprints are highly noticeable and impose a -10 penalty to stealth checks made while firewalk is in effect. The Conduit may firewalk for a number of minutes per day equal to 2x their Conduit level.

### **Fiery Duplicate:**

**Prerequisite:** Conduit Level 12th

Once per week while under the effects of Nimbus, the Conduit can expend 8 rounds of Nimbus to split into two identical copies of yourself as an immediate action upon taking HP damage, provided they have taken 50% or more of their total HP in damage on the round preceding activation. This effect halts the Nimbus on both copies; and prevents Nimbus from becoming active on either copy again, until only one Conduit remains.

Each copy appears in an acrid puff of smoke, appearing as an ash-colored reflection of the Conduit’s true self. You split your remaining hit points evenly between the copies. (This split occurs after the triggering attack). The copies use the same statistics, share the same resources, and have identical equipment (except artifacts, which only one copy has). Similarly, if one of the copies expends a charge or daily use from a magic item that a copy has, the charge or daily use is expended from both copies. If one copy drops or gives away an item, the duplicate item disappears from the other copy as well. The two copies act independently and each one has a full set of actions.

At the end of your next turn, select one of the copies, which loses its shadowy, grey complexion as it becomes the real Conduit; the other copy dissolves into a poof of black smoke, and dissipates. If one of the copies is destroyed before this happens, the remaining copy immediately becomes the Conduit, and you gain 1 permanent negative level. If both copies are destroyed simultaneously (such as from a fireball), both copies collapse into puffs of Shadowy smoke and ash, and you can only be restored to life via resurrection or similarly powerful magic.

### **Flaming Arsenal:**

**Prerequisites**: Arsenal Alight, Greater Arsenal Alight, Conduit 10

The Conduit may light 4 equipped Manufactured or Natural weapons at once using a move-equivalent action. (Or a swift action, if they possess the Tattooed Conduit Tear), rather than lighting them three at a time. This only applies to weapons that are actively equipped and can apply to multiple categories of weapon at once if the conduit chooses (such as lighting any combination of 4 between the Conduit’s held manufactured weapons, and natural attacks, or misc. attacks alight simultaneously)

### **Flaring Weapon:**

During any attack made with weapon alight, including attacks made as part of a full-attack action, a Conduit may forfeit all of their bonus weapon alight dice on the attack, to instead inflict penalties to their enemy as the weapon ignites into a dazzling flare on hit. A sacrifice of 2 or more die causes an enemy to become dazzled on hit. 4 or more die sacrificed causes the enemy to be blinded. 6 or more causes the enemy to be dazed. Each of these effects lasts for 1 round, and can be negated via a saving throw ( equal to 10+½ Energy Conduit Lvl + CON.). A Critical confirmation on the attack roll increases this save DC by +2.

### **Focused Nimbus (Su):**

**Prerequisites:** Hardened Nimbus

Weapon Alight causes the most recent enemy struck to be “marked” for one round. DR from Hardened nimbus becomes equal to your Conduit level, and becomes DR / - vs this marked enemy. No more than one enemy may be marked at any one time.

### **Fueled:**

Prerequisites: Conduit 8

Whenever a Conduit is subject to more than 5 or more fire damage, they can choose to absorb some of the flame’s destructive power to gain a temporary boon to their own Abilities. They can choose to gain a bonus to either natural AC or Movement speed. The AC and Speed bonuses increase with level, imparting a (+1 Natural AC / 4 Lvls) bonus and (+5ft / 4 levels) bonus, respectively. Only one bonus can be active at a time, they do not stack on top of themselves, and each has a duration of 1 hour from the time the damage is inflicted. This ability cannot be triggered by self-inflicted damage. Damage must manage to bypass the Conduit’s elemental resistance, but a Conduit with elemental immunity may count damage mitigated as damage inflicted; solely for the purpose of activating fueled by fire.

### **Greater Arsenal Alight:**

**Prerequisite:** Arsenal Alight, Conduit 6

The Conduit may light 3 equipped Manufactured or Natural weapons at once using a move-equivalent action. (Or a swift action, if they possess the Tattooed Conduit Tear), rather than lighting them two at a time. This only applies to weapons that are actively equipped and can apply to multiple categories of weapon at once if the conduit chooses (such as lighting two of a Conduit’s held weapons, and a chosen natural attack alight simultaneously, or any similar combination)

### **Guiding Light:**

The Conduit can be guided by light; illuminating the safest paths for them to take, even in combat. Once per Nimbus, as a swift action that costs 2 rounds of Nimbus, the Conduit can call upon his or her Guiding light. Using Guiding Light grants them a +1d6 bonus on one d20 roll he or she has just made. They can call upon the Guiding Light after seeing the result of the d20 roll, but before they know the outcome of the roll.

### **Hardened Nimbus:**

While under the effects of Nimbus, the Conduit gains DR / Adamantine equal to ½ their Conduit level.

### **In a Flash:**

**Prerequisite:** Conduit 12

While under the effect’s of Nimbus, a Conduit can slip magically between the material and elemental planes when they move; as if using the spell dimension door. Using this ability is a move-equivalent action that consumes 5 Rounds of Nimbus per-use. The CL of this effect is equal to the Conduit’s number of Hit Dice. The Conduit cannot take other creatures with them when utilizing this ability. This ability functions as the Monk’s Abundant Step for the purposes of feat prerequisite qualification.

### **Magefire Meltdown:**

Prerequisite: Magefire Nimbus, Heatwave

The Conduit gains access to the following debuff while using Heatwave:

Guard-Broken: A Conduit’s flame is so intense, it can melt through some mundane defenses; including resistance to magic. The target has it’s SR reduced by 1 for every 2 heat they possess, to a maximum reduction of -15 SR.

### **Magefire Nimbus:**

Prerequisite: Conduit 6th

A Conduit’s powers are fueled by a primal connection to the elemental planes rather than the more learned style of arcane magic. As a result, the two schools of thought often oppose one another, with many Conduit showing outright animosity, paranoia, and distrust for all things arcane. The very fire that infuses these beings being seems to resist magical influence. While under the effect’s of nimbus, the Conduit cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Allies must also make touch attacks to inflict touch based spells, possibly suffering the effects of the Nimbus backlash in the process. As a result of this burning resilience, magic has a tendency to bounce off the Magefire Nimbus in the midst of combat. Conduit’s gain spell resistance equal to 11 + HD while under the effects of a Magefire nimbus, and a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities.

### **Offensive Defense:**

When a Conduit with this talent hits a creature with a weapon attack that deals Weapon Alight damage, the Conduit gains a +1 dodge bonus to AC against that creature for each Weapon Alight die rolled for one round; to a maximum of +10.

### **Parching Nimbus:**

The Conduit channels the howling winds of elemental fire into their nimbus; making the air around them sweltering, and oppressive. Enemy creatures within the Conduit’s natural reach must succeed at a Fortitude save (DC = 10 + ½ Conduit level + CON Modifier) or become Fatigued by intense heat. A successful save causes a creature to become immune for 24 hours.

A Conduit must be at least 6th level to select this Tear

### **Projectile Alight**:

An Conduit with this Tear has trained hard to synergize their unique abilities to compliment usage of throwing weapons. By spending a move-equivalent action, a Conduit with projectile alight may apply their weapon alight damage to all thrown weapon attack(s) made for one minute thereafter. These projectiles stay lit briefly, allowing them to remain alight until hitting a target once they have left the Conduit’s hands.

### **Reflective Nimbus:**

**Prerequisite:** Ensnaring Nimbus

The Conduits ensnaring nimbus has grown so powerful, that it has gained the capability to outright reflect enemy attacks. Once per round while under the effects of Nimbus, the Conduit gains use of the snatch arrows feat. They may utilize it to throw back massive projectiles, normally impossible to throw barehanded, by shunting it outwards with their Nimbus. This costs a round of Nimbus per thrown projectile and uses one of the Conduit’s attack(s) of Opportunity for that round.

### **Returning Burst:**

**Prerequisite:** Conduit Weapon

Whenever a Conduit calls their chosen Weapon back to their hand, it causes a 30ft burst of energy damage to erupt around them. This burst inflicts 1d8 energy damage for every 2lvs of Conduit the character possesses, and enemies caught within can make a reflex save for ½ Damage. (DC 10 + ½ Conduit Lv + CON mod). This burst can only occur once per round.

### **Scorching Leap**

**Prerequisite:** Conduit 6th

While under the effects of Nimbus, a Conduit can teleport to an unoccupied space that they can see; up to 10ft per level of Conduit they possess as part of a move action, without provoking attacks of opportunity. When they do so, they leave behind a line of elemental energy between their starting and landing point. Creatures caught in this line take energy damage equal to the Conduit's weapon alight die; and can make a reflex save ( DC = 10 + ½ Conduit Lv + CON mod) for ½ Damage. Once utilized, this ability cannot be used again for 1d4 rounds, or until their Nimbus has been deactivated and reactivated.

If the Conduit possesses the In a Flash tear, they can also manifest a line of energy between their beginning and landing space when utilizing it; though the line of energy can still only manifest once every 1d4 rounds; even if the Conduit can teleport multiple times in a single round.

### **Shrouded Nimbus:**

**Prerequisite:** Nimbus class feature

While under the effects of Nimbus, the Conduit becomes enshrouded in a small cloud of inky, black smoke. This cloud functions as an area of Magical Darkness; (Per the Darkness spell); that only occupies spaces that the Conduit also occupies; and no further. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. The Conduit gains concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see through this area of dim light or darkness without penalty. Non-magical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. The Conduit may see through this area of darkness without penalty. This ability costs 2 rounds of Nimbus per round.

### **Smog Cloud Nimbus:**

**Prerequisite:** Shrouded Nimbus

The Cloud created by the Conduit’s nimbus grows  darke, and more impenetrable as their powers increase. Their nimbus now functions as a mobile Fog Cloud, made of a thick black smoke. This obscures all sight, including darkvision, beyond 5 feet. This cloud still follows the Conduit; and only occupies their square(s). A creature within 5 feet of the Conduit has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The Conduit themselve,s however, may see through this cloud without penalty.

Like a real fog cloud, however; A moderate wind (11+ mph) can disperse the fog in 4 rounds; while a strong wind (21+ mph) disperses the fog in just 1 round. If dispersed, a Conduit must reactivate their Nimbus ability before gaining the cloud’s benefit again. This ability costs 2 rounds of Nimbus per round.

### **Spontaneous Immolation:**

Whenever the Conduit is grappling (whether on the offense or defense), they may burst into flame as a free action, dealing 1d6 + Conduit Level (Maximum +20) fire damage every round to anyone grappling with the Conduit. The flames do not harm the Conduit themselves, and last one round (though they continue to burn if the Conduit is still grappling after one round). This effect does not stack with the effect from similar magical items; such as the shirt of immolation.

### **Tattoo Familiar:**

After exposure to the wild, chaotic forces of raw elemental magic; some Conduit find not only raw power but elemental life forces have tried to worm their way into the material plane; using their skin as a means of transportation between planescapes. A tattooed conduit gains a familiar as an arcane bond, as a wizard equal to her Conduit level -2. This bond must always become a Familiar; in the form of a small fire elemental. Conduit levels stack with any wizard or witch levels the Conduit possesses when determining the powers of his or her familiar.

Unlike most familiars, a tattoo familiar can transform itself into a tattoo that they carry on their flesh; wandering harmlessly underneath their skin until called to action. Transforming into a tattoo or back to normal familiar form is a move action for the familiar. In tattoo form, the familiar looks like a stylized version of itself but does not count as a creature separate from a Tattooed Conduit. In tattoo form, it continues to grant its special familiar ability and appears to move about their skin, but otherwise has no abilities and can take no actions except to transform from a tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability counts as the wizard’s arcane bond for the purposes of feat prerequisite qualification.

### **Tempered Nimbus:**

Prerequisite: Hardened Nimbus, Conduit 8

The DR / Adamantine provided by Hardened Nimbus becomes DR / -. This ability costs 2 rounds of Nimbus per round to maintain and can be activated or deactivated as a free action on the Conduit's turn during Nimbus.