CONDUCTOR KIT
The Conductor is a Bard who especially flourishes as the centre of attention and attraction, both figuratively and literally. Capable of performing on their own as a musician, as well as leading a group of musicians or troupe of actors, these outstanding performers lavishly use their enchanting charm to electrify their audiences in every sense of the word. Just through their performances, Conductors can channel electricity and possibly even set alight all those who incur their wrath, and their mastery of Electrical and Lightning spells is unparalleled even when compared against Mages.
However, their limitations are many. As part of their training, they eschew metal armor, and some Conductors even swear off helmets altogether. Used to being the centre of attention, a Conductor can never freely step out of the limelight, hence while they may use Illusions on others, they cannot apply these on themselves. A good performance cannot be rushed and lastly their limited melee skills are further constrained to use only short swords or daggers, and only one at a time - after one needs a free hand to flourish as a true Conductor.
Advantages
- +10% Electrical Resistance every 4 levels, up to level 28 (max 70% Resistance)
- auto-learns special Lightning Spells* at various levels (see next topic)
5 : Bard Song damages nearby opponents for 1d6 electrical damage for failed Save vs Spells
9 : Bard Song damages nearby opponents for 2d6 electrical damage for failed Save vs Spells -1
14 : Bard Song damages nearby opponents for 2d6 electrical damage and 2d6 fire damage for failed Save vs Spells at -2
Disadvantages
- Bard Song sets the Conductors movement speed to half of normal. This effect overrides Haste of any sort
- may not have Proficiency Points in any weapons except Short Sword and Daggers.
- may not have Proficiency Points in any weapon style except Single Weapon Style
- may not ever become Invisible, Hidden, Unseen, or anything to the effect of making them invisible
- Offhand Thac0 has a permanent -7 Penalty
HLA - Innates
Done - Innate Insulation : gains base +30% Fire Resistance, +30% Electrical Resistance, +3 AC bonus
Done - Proficiency : gains +1 Proficiency point in Short Sword, Dagger and Single Weapon. can be taken twice
Done- Conductivity : Bard Song now does damage at Save vs Spells -4 and now does 3d6 electrical and 3d6 fire damage
Done- Explosive Discharge (requires Conductivity) : Bard Song now does 5d6 electrical and 5d6 fire damage
Done - Virtuoso Performance (requires Explosive Discharge) : Bard Song no longer slows the Conductor
HLA Spells
Done - Overcharged Magic Missiles : 3d6 Electrical instead of 1d4+1 Physical for each of 5 Missiles. deals 15d6 Electrical damage to Conductor, no Saves allowed. level 2 Spell
Done - Conductor's Insulation 10' Radius : everyone in Area of Effect gains 90% Electrical Resistance. Level 5 Spell
Done - Mass Conducive Surge (requires Conductivity) : similar to Conducive Surge, as a Greater Malison animation. lasts 15 Rounds, level 6 Spell
Done - Lightning Fury (requires Explosive Discharge) : Comet-like Ability, centred around the Bard, does 5d10 Lightning and 5d10 Fire, on enemies failing a save (at -5) it does an additional 5d10 Lightning and 5d10 Fire and Stuns them for 6 seconds. The Conductor automatically takes damage of 5d5 Lightning and 5d5 Fire, no Saves allowed. level 6 Spell
Conductor Special Spells
Done - Level 1 - Charged Magic Missiles : 1d4 Electrical instead of 1d4+1 Physical. deals 1d5 Electrical damage to Conductor - learned only at level 9
Done - Level 2 - Lightning Glyph : identical to Cleric spell Glyph of Warding
Done - Level 2 - Conductor's Insulation : grants 90% Electrical Resistance to target
Done - Level 3 - Lightning Blast : Everyone in radius of the Caster is struck by a Lightning Bolt doing 10d6 damage, with save for half. It affects allies also.
Done - Level 4 - Conductor's Chain : same as normal Chain Lightning
Done - Level 5 - Lightning Storm : identical to Druid spell Call Lightning but is usable indoors
Done - Level 5 - Conducive Surge : single target spell. -4 to Save vs Spells, -30% Lightning Resist, -30% Fire Resist. lasts 15 Rounds
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CHECKLIST
1) Kit Installer - Done
2) Bardsong 5,9,14 - Done
3) Bardsong HLA1 2 3 - Done, left HLA Description
4) +10% Electrical Resistance - Done
5) Levelup Abils - Done
6) Offhand Thac0 -7 : Done
Implementation Notes (Priority Queue)
- Lightning Glyph : #0
- Lightning Storm : #1
- Conducive Surge : #1 - user Lower Resistance
- Lightning Blast : #2 - use Lightning Wrath template
- Charged Magic Missile - #2. same as normal Magic Missile, except it does 1d4 electrical damage per ball. Caster takes 1d5 Electrical damage. available only to level 9 Conductor
- Mass Conducive Surge - #3 use Greater Malison as a Base, call Conducive Surge from there.
- Conductors Chain : #3 - add to the lowest level possible according to formula.
If the spells work as designed, you should find your Conductor using predominantly Lightning-based damage spells.
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Other HLAs
Lightning Wrath (done)
Lightning Wrath releases a surge of lightning at every enemy within the caster's sight. For every target struck by Lightning Wrath, they take lightning damage and have a certain chance of casting Lightning Wrath at every enemy of the Caster within their sight. The first strike has a chance of stunning a target for 12 seconds that fails a Save vs Spells.
The first strike does 4d6 damage and has 75% chance of spawning another wave,
the second strike does 2d6 damage and has 50% chance of spawning another wave,
the third strike does 1d6 damage and has 25% chance of spawning another wave,
the fourth strike does 1d3 damage and has no chance of spawning another wave.
Note that the Caster takes 5d6 damage immediately and is stunned for 6 seconds.
Lightning Tempest
Lightning Tempest releases a surge of lightning at everyone within the caster's sight. For every target struck by Lightning Tempest, they take lightning damage and have a certain chance of casting Lightning Tempest at everyone (inclusive the Caster) within their sight. The first strike has a chance of stunning a target for 12 seconds that fails a Save vs Spells.
The first strike does 4d6 damage and has 75% chance of spawning another wave,
the second strike does 2d6 damage and has 50% chance of spawning another wave,
the third strike does 1d6 damage and has 25% chance of spawning another wave,
the fourth strike does 1d3 damage and has no chance of spawning another wave.
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Optional Installation :
Haerdalis the Conductor (Easy)
Optional Installation :
Lightning Wrath & Lightning Tempest HLAs for Conductor
Optional Installation : (done)
Expanded Spell Progression for Bards (identical to Zyraen's Misc Mods)
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Edit : playtesting finds the Conductor weak enough as it is. But this is without the Spells and performing as a Solo Party member. Every 1d5 damage has been increased to 1d6, Conductivity increases Bardsong damage by 1d6 also, and Explosive Discharge increases it even more, damage for each 1d10 to 2d6. Spellcasting Prevention has also been removed as it makes the Conductor much less useful than a normal bard.
Edited by Zyraen, 11 April 2011 - 07:10 PM.