Channeler (3.5e Prestige Class)

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Channeler
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I don't know what I'm doing. I meant to put all of the below in a new prestige class called "Planar Channeler," but instead, I think I deleted someone else's prestige class that was just called "Channeler." Please copy this over and restore the article that was here.

Planar Channeler[edit]

The title of “Channeler” really describes a set of six very different subclasses of spellcasters, each with the innate ability to draw energy directly from one or more of the inner planes and into the material plane by streaming or channeling the energy through their own bodies. Channelers are skilled spellcasters with such a strong inclination towards one type of energy (fire, cold, electricity, sonic, positive, or negative) that they pursue its study exclusively, and to the point of mastery. Channelers are divided into three groups, elemental channelers, positive energy (+) channelers, and negative energy (-) channelers. Elemental channelers are called pyromancers (fire), frost mages (cold), jolters (elec.), and screamers (sonic) while + channelers are called growthmages and – channelers are called blightmages.

While the channeler class opens up the most options to druids, wizards, and sorcerers, arcane spellcasters are usually blocked outright from the + channeler class. Clerics and even some paladins take the + channeler class as a way of optimizing their defenses and honing their healing skills, while blackguards might be brought to study the – channeler class, though they may have difficulty meeting the requirements of any but the +, -, and fire channeler classes. Most other classes either lack the interest in the energies required to become a channeler or fail to meet the spellcasting requirements.

Channelers simply see themselves as normal spellcasters of their original class(es) except that they have chosen to master one form of energy magic instead of trying to learn everything all at once. They feel that this more focused approach is far superior to the typical arcane spellcaster’s approach because it allows them access to far greater powers earlier than would otherwise be possible. Because of this, channelers tend to develop a sturdy ego as they grow in levels.

Elemental Channelers:

The prospect of having full access to the raw elemental wrath of the inner planes is one that most people never even think possible. By becoming an elemental channeler, though, a player finds that such things are not only possible, but relatively simple, and that the power bestowed on such channelers is beyond the abilities of even the best non-channeler spellcasters.

Positive Energy Channelers:

Very few who attempt to handle positive energy live to talk about it. Positive energy is the energy of life and healing, but when unbounded or uncontrolled, many mages seeking immortality or uncanny strength have instead found themselves transformed into entire flourishing ecosystems, or mounds of raw muscular power so deficient in bone structure or appearance that nothing was accomplishable. Like all other channeler schools, the secret is in controlling the amount of exposure through discipline and understanding while building up a tolerance and mastery at the same time. As usual, the healing effects of the growthmage’s ability instead cause an equal amount of damage to undead.

Negative Energy Channelers:

Contrary to popular believe, negative energy is not the energy of death so much as the energy of an absence of life, in much the same way as cold is simply the absence of heat. Though negative energy does not hurt living creatures, in the sense that it doesn't cause pain, if handled properly it can be used in clever ways to suppress the life force of creatures, to rapidly decompose remains, or to hedge out the positive energy from a victim’s body and into one’s own. Negative energy also can snuff out fires and flames by drawing the combustible energy away from burning objects or creatures. As logic would tell you, though, if negative energy is let loose and unbridled, then its dampening power can cause unthinkable destruction, and even potentially extinguish all forms of life on an entire plane.

Prerequisites[edit]

  • Spellcasting: Ability to cast a 3rd level spell or higher of the chosen elemental type (Evocation [Fire/Cold/Elec./Sonic]), or Conjuration (Healing) for +, or necromancy for -.
  • Skills: Knowledge (The Planes) : 5 ranks per energy type studied.
  • Feats: Great Fortitude (Fire, Cold, +, or -), or Lightning Reflexes (Elec. or Sonic).
  • Alignment: Any neutral (Elemental), Any Nonevil (+), or Any Nongood (-). Because of the devotion required to a single type of energy, those of a lawful alignment have the easiest time learning the secrets of channelers, though those who tend to be chaotic enjoy the separation this class has from other “normal” spellcasters.

Class Skills[edit]

Alchemy (Int), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal(Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Search (Int), Spellcraft (Int), Swim (Str), Tumble (Dex)

Skill Points per Level: 4+Int Modifier


Table: The Elemental Channeler
Hit Die: d8

Elemental Class Level Base
Attack Bonus
Fort*
Save
Ref*
Save
Will
Save
Special
1st +0 +2/+0 +2/+0 +0 Elemental Resistance 5; +1 Level of Existing Spellcaster Class
2nd +1 +3/+0 +3/+0 +0 Charged Weapon; +1 Level of Existing Spellcaster Class
3rd +2 +3/+1 +3/+1 +1 Charged Touch; +1 Level of Existing Spellcaster Class
4th +3 +4/+1 +4/+1 +1 Charged Burst Weapon; +1 Level of Existing Spellcaster Class
5th +3 +4/+1 +4/+1 +1 Elemental Resistance 10; +1 Level of Existing Spellcaster Class
6th +4 +5/+2 +5/+2 +2 Charged Backlash; +1 Level of Existing Spellcaster Class
7th +5 +5/+2 +5/+2 +2 Charged Evocation; +1 Level of Existing Spellcaster Class
8th +6 +6/+2 +6/+2 +2 Elemental Resistance 20; +1 Level of Existing Spellcaster Class
9th +6 +6/+3 +6/+3 +3 Charged Explosion; +1 Level of Existing Spellcaster Class
10th +7 +7/+3 +7/+3 +3 Elemental Mastery; Charged Catastrophe; +1 Level of Existing Spellcaster Class
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*Saves vary depending on which type of energy you are pursuing. If you are mastering Fire or Cold energy, then use the higher Fort. save and the lower Ref. save. If you are mastering Electrical or Sonic energy, then use the higher Ref. save and the lower Fort. save.


Class Features[edit]

All the following are class features of the Elemental Channeler:

Weapon and Armor Proficiency

Channelers gain no weapon or armor proficiency upon taking this class.

Spells per Day and Spells Known

Channelers continue their magical research or growth as they develop their potential to channel energy. That is, whenever a new level of channeler is reached, a character gains more spells per day and more spells known as though she had gained a level of her previous spellcasting class. If the character previously had more than one spellcasting class, then they must choose which one to raise. This raises a characters effective spellcaster level for all applicable purposes.

Favored Energy Type

As soon as a player takes their first level of Channeler, he must declare his favored energy type. Once chosen, this cannot be changed, and the player cannot acquire new levels of channeler to focus on other energy types until he has reached the level of Energy Mastery

Energy Isolation

As part of the channelers research into the workings of his favored energy type, the channeler must voluntarily give up all other spells of the other energy types. For example, a fledgling pyromancer seeks to master spells of the type Evocation [Fire], so he voluntarily gives up his ability to access spells of the types Evocation [Cold, Electricity, or Sonic] as well as spells of the type Conjuration (Healing) and Necromancy. This is done in different ways, depending on how the player acquires their spells. Wizards flip through their spellbooks and tear out all pages containing forbidden spells and burn those pages. Sorcerers and other casters that simply know a set number of spells must go through a ritual of amnesia. This ritual takes one full day of meditation, and at the end, the player has suppressed their knowledge of the forbidden spells to such a strong degree that it is as if they were forgotten. Characters who get their spells from a deity must also perform a sacred ritual. This ritual involves a full day of uninterrupted prayer, asking the deity to deny them access to all of the forbidden types of spells. These effects are all immediate, and casters cannot learn, write into a spellbook, or gain access to any forbidden spells at any time before they achieve a mastery of their chosen energy type. Additionally, all spellcasters taking levels as a channeler must burn or sell all scrolls containing even a single instance of a spell of a forbidden type, and cannot use any scrolls found that contain even one forbidden spell. Finally, all channelers can retain their ability to cast Evocation [Acid] spells (because acid is more of a physical property of matter, and not so much an energy form itself), as well as any spells or class abilities of energy types that have already been mastered.

The Epic Channeler

Unlike most other prestige classes, the channeler does not simply keep progressing at a significantly slowed rate after reaching 10th level. Once a character masters the channeling of one type of energy, he can no longer gain levels in that subclass of channeler, though he is free to choose a new subclass and begin studying that. Keep in mind that different subclasses of the channeler have different feat and spell requirements that must be met before that type of energy mastery can be pursued. If this happens, simply notate the energies mastered and the energy currently being studied in the following way, so that the unmastered (or most recently mastered) energy type always comes last in the list of sublevels. Therefore, a 6th level druid / 6th level pyromancer’s class is written 6th Druid/ 6th Channeler [Fire]. When that character masters fire and begins channeling cold as well, then you would write 6th Druid/ 14th Channeler [Fire, Cold]. When that character reaches 30th level, and has taken on and mastered negative energy as well, it is written 6th Druid/ 30th Channeler [Fire, Cold, -].

For all abilities that make calculations based on channeler level, that includes all levels of all types of channeling that have been/ are being studied. This is to account for the ease with which a master channeler can apply his skill to any energies that he is focused on.

Keep in mind that the charged catastrophe attack uses up all charged explosion attacks as well as any crippling blow attacks from all elemental types available Therefore, a 7th Druid/ 29th Channeler [Fire, Electricity, -] with 24 Wisdom who hasn’t used any charged explosions or crippling blows uses his charged catastrophe ability deals the most unfortunate target 261d6 fire damage, 261d6 electricity damage, and 261d6 negative energy damage (about 2740 damage). If however the victim makes his reflex save (DC 46), then he only suffers half of the damage. Either way, though, the channeler suffers 312d6 of non-elemental damage (about 1092 damage) from the horrible strain that channeling so much energy all at once puts on his body, and is weakened for 274 minutes (4 hours 34 minutes).

One more example just for fun and understanding. Lia is a 7th level druid/ 60th level channeler [-,+, Fire, Elec, Cold, Sonic] with 34 points of wisdom. She is fighting some deity or another and is ready to deliver the final blow to end the battle. Naturally, she uses her charged catastrophe ability. Since she hasn’t used any charged explosions today, she has 20 uses each remaining of her -, fire, elec, sonic, and cold charged explosions. Each use deals 60d6 of damage to its affected area. Therefore, in a stunning display of power, one hundred beads of energy fly from her fingers at her opponent, and explode simultaneously into a storm of energy. Her opponent suffers 1200d6 of negative energy damage, 1200d6 of fire damage, 1200d6 electricity damage, 1200d6 cold damage, and 1200d6 sonic damage. This makes for about 21000 damage total. However, drawing all of this energy out of the inner planes is devastating to her mortal frame, dealing her about 8400 points of non-energy damage. Then, after utterly ruining herself and her foe, the channeler (if still alive) becomes weakened for 2100 minutes (1 day, 11 hours).

A Note on Backlash Damage

Backlash damage is something that results from the use of unnaturally powerful magic (magic that threatens to destroy the fragile balance of nature) and is therefore damaging (often crippling) to its user. This is the type of damage a Charged Catastrophe inflicts upon its channeler. If ever a creature is killed by backlash damage, the effects of the spell’s raw power grind away not only at the body of the fallen mage, but also at the soul. Therefore, it is impossible to revive such a person without causing them to lose a level of power. Not even true resurrection, True reincarnate, wish, or miracle can bring them back. Furthermore, if a reanimation spell that normally would drain a level is used, the fallen mage instead loses two character levels. Finally, if you are playing in a game where you must keep track of your character’s deaths, a single death as a result of backlash damage is equivalent to dying twice. This is the natural control that the energies of magic have placed on themselves to prevent the use of spells that would utterly destroy reality.

Features of Elemental Planar Channelers[edit]

Elemental Resistance

In working so closely with a chosen element, Elemental channelers begin to develop a natural immunity to their favored element. The effects of this are immediately obvious as a character takes his first level of channeler, and it increases at the 5th and 8th levels. For example, a pyromancer gains Fire Res. 5 at first level, which increases to Fire Res. 10 at 5th level and Fire Res. 20 at 8th level.

Charged Weapon

At second level, elemental channelers gain the ability to charge their weapon with their chosen energy type. For a pyromancer, this is as though all weapons that he holds, or anything he uses as a weapon acts as though it were enchanted with the Flaming enhancement. Whatever the energy type, the effect is the same, all successful hits deal an additional 1d6 points of damage of the chosen energy type. If a ranged weapon is used to fire a projectile, then this bonus is bestowed upon the projectile as well.

Charged Touch

At third level, elemental channelers gain the ability to transfer small amounts of energy from themselves to some target by simply touching it. This attack deals 1d8 + 1 per level of channeler damage of the chosen energy type. If the channeler is fighting unarmed, then this damage replaces the damage from the charged weapon ability.

Charged Burst Weapons

At fourth level, elemental channelers weapons become even more intensely charged with their favored energy type. Upon a successful critical hit, a channeler’s weapon deals an additional 1d10 points of damage of the chosen energy type. If the weapon’s critical multiplier is x3, it instead deals an additional 2d10 damage, and if the multiplier is x4, then it instead deals an additional 3d10 damage.

Charged Backlash

At sixth level, elemental channelers become so intensely charged with their chosen energy type that it literally spews forth from their flesh whenever they are hit in combat, dealing 1d6 damage of the chosen energy type back to the attacker.

Charged Evocation

At seventh level, elemental channelers gain the ability to evoke their chosen energy type at will. The energy manifests in a column, with a 20 ft. diameter that extends 40 ft. high, no more than 30 ft. from the channeler. Initially, it is nothing more than a weak charge of energy carried in the air, but with concentration, it can grow quite powerful. To create this spark of energy, the channeler must make a concentration check (DC 14). Each round thereafter, the concentration check increases by 2. Maintaining concentration is always a full round action that provokes an attack of opportunity, while attempting to maintain concentration and failing the check counts as a partial action. If you think that you cannot make your concentration check for a round, then you may simply not try to maintain concentration, and the effects of this ability end immediately. If you are not in combat, you may take 10 on these checks, though you may never take 20. The effects of this ability are as follows on the chart below.

Table: Charged Evocation

Rounds of Concentration Concentration DC Effect
Initial DC 14 --------
Round 1 DC 16 --------
Round 2 DC 18 --------
Round 3 DC 20 --------
Round 4 DC 22 Begin dealing 1d6 elemental damage per round to everything in the area.
Round 5 DC 24 --------
Round 6 DC 26 --------
Round 7 DC 28 --------
Round 8 DC 30 Begin dealing 2d6 elemental damage per round to everything in the area.
Round 9 DC 32 --------
Round 10 DC 34 --------
Round 11 DC 36 --------
Round 12 DC 38 Begin dealing 2d6 elemental damage per round to everything in the area.
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Continue this same pattern of increasing the DC by 2 every round, and increasing the damage inflicted by 1d6/round every 4th round until concentration is broken (voluntarily or otherwise).

Charged Explosion

At ninth level, the channelers gains the ability to create a charged explosion once per day per three channeler levels. Treat this ability exactly as the spell Fireball in every way except that it is a spell-like ability of type Evocation [type of energy channeled], and the damage dealt by this ability is 1d6 per channeler level, of the appropriate energy type, with no cap on the amount of damage that can be dealt. That is, a 14th level sorcerer / 9th level channeler deals 9d6 damage with her charged explosion ability, and can use the ability 3 times per day. Also, the save against this ability has a DC= (10 + your channeler level + your relevant ability modifier (Wis for clerics, Cha for sorcerers, Int for Wizards, and so on)).

Elemental Mastery

At tenth level, the elemental channeler’s understanding of his chosen energy type is complete. His understanding of the seemingly random and chaotic workings of nature lay out the behavior of jumping fires, ice crystals, jagged lightning bolts, and sound waves in a simple and linear fashion. He no longer needs the exclusiveness of his preferred energy type in his knowledge of magic. Wizards can re-write their spells into their spellbook (by normal means, of course), and through another one-day ritual, other spellcasters can redraw their knowledge of the once forbidden spells back into their conscious memory, or regain the divine favor needed to cast the spells that were just recently denied. Additionally, the master channeler takes on an elemental subtype as part of their being. This grants him full immunity from the chosen type of energy, but also causes a second type of energy to deal double damage to the channeler (unless that energy type is also mastered), according to the following list (Immunity/ Weakness): (Fire/Cold), (Cold/Fire), (Electricity/Acid), (Sonic/Electricity).

Charged Catastrophe

This ability allows a master channeler to open a channel directly to his favored inner plane and use up all his remaining Charged Explosions as a single action, creating a hellish frenzy of energy damage. Several glowing beads fly from your fingertips at any number of targets within 400ft + 40 per channeler level from you, dealing the appropriate of damage to the unfortunate recipient(s). The drawbacks to this are that such a torrent of energy is physically taxing on the channeler’s body, and he suffers 2d6 of non-energy damage for every 5d6 of energy damage dealt to the target(s). Also, the channeler feels somewhat weakened after making such a powerful attack, as if he were Sickened for the next 1 minute per 10 damage dealt to the enemy/ies (this includes any damage prevented by energy resistance or immunity, or by any other method of damage prevention). Furthermore, since all of his Charged Explosions have been used up, the channeler cannot create another Charged Explosion or Charged Catastrophe for the rest of the day.


Positive Energy Channelers[edit]

Table: The Positive Channeler
Hit Die: d8

Elemental Class Level Base
Attack Bonus
Fort*
Save
Ref*
Save
Will
Save
Special
1st +0 +2 +2 +2 Damage Reduction 3/-; +1 Level of Existing Spellcaster Class
2nd +1 +3 +3 +3 Purity of Body; +1 Level of Existing Spellcaster Class
3rd +2 +3 +3 +3 Healing Touch; +1 Level of Existing Spellcaster Class
4th +3 +4 +4 +4 Wholeness of Body; Maximal Healing; +1 Level of Existing Spellcaster Class
5th +3 +4 +4 +4 Damage Reduction 6/-; +1 Level of Existing Spellcaster Class
6th +4 +5 +5 +5 Diamond Body; Turn Foe; +1 Level of Existing Spellcaster Class
7th +5 +5 +5 +5 Healing Evocation; +1 Level of Existing Spellcaster Class
8th +6 +6 +6 +6 Damage Reduction 10/-; +1 Level of Existing Spellcaster Class
9th +6 +6 +6 +6 Diamond Soul; Timeless Body; +1 Level of Existing Spellcaster Class
10th +7 +7 +7 +7 Positive Energy Mastery; +1 Level of Existing Spellcaster Class
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Features of Positive Energy Planar Channelers[edit]

Damage Reduction

At first, fifth, and eighth levels, channelers of positive energy gain Damage Reduction 3/-, 5/-, and 10/- respectively. These represent just a small amount of healing energy that is constantly flowing through the channeler’s body. This does not stack with any elemental resistance or other damage reduction granted by nonpermanent magical items or the like.

Purity of Body

At second level, + channelers gain this ability which is exactly like the monk ability of the same name, described on page 40 of the player’s handbook. This ability give the channeler full immunity to all nonmagical diseases as the player’s immune system is slowly replaced by a simple yet constant stream of positive energy through the blood.

Healing Touch

At third level, players gain the ability to channel healing energy to a target via touch. This counts and a standard action and heals 1d8 + 1 per channeler level. If the channeler is fighting unarmed, it is assumed that this ability is being suppressed during combat, though it can function normally even then if the player so desires. This ability can be used once per day per two channeler levels.

Wholeness of Body

At fourth level, the + channeler gains the ability to heal herself simply by thinking about it. This is very similar to the monk ability of the same name, except that this ability can only be used once per day, and whenever it is used, it fully heals all hit point damage dealt to the player. This is a supernatural ability.

Maximal Healing

At fourth level, + channelers gain the option of powering up their basic healing spells (“cure ________ wounds” or “cure _______ wounds, mass”) for free. Spells powered up by this ability heal one less die worth of hp, but all other dice worth of hp are treated as if they had come up as the maximum possible value. That is, a maximal cure serious wounds cast by a 7th cleric, 4th growthmage (a 9th level caster in all) would heal 8+8+9 damage, or 25 damage, as opposed to 3d8+9 (or an average 21 damage). Note: On cure moderate wounds and cure moderate wounds, mass spells, this simply results in a number 1 less than average every time, while on cure light wounds and cure light wounds, mass spells, this actually lowers the amount of healing by about 5 hp.

Diamond Body

At sixth level, + channelers gain the Diamond Body ability. This is exactly like the monk ability of the same name. Such powerful positive energy flows through the channeler’s body that any poisons that enter his system are automatically negated and counteracted.

Turn Foe

Positive energy also has the quality of making people and animals simply feel good. At sixth level, + channelers gain the unnatural ability to turn enemies into friends. By making a successful melee touch attack against an opponent, you are allowed to make a free charisma check as an attempt to sway the enemy to your favor. By making the touch attack first, you fill the enemy’s body with a generally happy sensation, and the creature is aware to whatever extent possible that you were the source of that sensation. The DC = monster’s total hit dice. Success means that combat automatically ends, and conversation begins with the creature in a neutral mood, though diplomacy simply can’t take place if nobody has any common languages with the monster. If, however, this respite in battle is used as an opportunity to catch your new friend off guard, then the opponent will never again be susceptible to a turn foe attack by you or anyone else. Failure means that nothing happens.

Add +2 to the DC for each creature beyond the first in combat (in which case, the base DC is the HD of the creature with the most HD). Creatures immune to critical hits, or who have intelligence 3 or lower are immune to this ability.

Healing Evocation

At seventh level, the + channeler gains the ability to, at will, and as a full action, create a spark of positive energy in an area (column 20 ft. in diameter, and 40 ft. tall) no more than 30 ft. away. To bring forth this field of positive energy, the growthmage must first focus his concentration to begin channeling the energy he needs. This requires a concentration check (DC 16). Each round thereafter, the check DC increases by 2. Maintaining concentration is always a full round action that provokes an attack of opportunity, while attempting to maintain concentration and failing the check counts as a partial action. If you think that you cannot make your concentration check for a round, then you may simply not try to maintain concentration, and the effects of this ability end immediately. If you are not in combat, then you can take 10 on your concentration check, though you must simply roll the dice and hope for the best if you are in combat. You can never take a twenty on one of these concentration checks. The effects of this ability are as follows on the chart below.

Table: Healing Evocation

Rounds of Concentration Concentration DC Effect
Initial DC 16 --------
Round 1 DC 18 --------
Round 2 DC 20 Mending, Cure Moderate Wounds, Consecrate
Round 3 DC 22 --------
Round 4 DC 24 Divine Power, Restoration, Hallow
Round 5 DC 26 --------
Round 6 DC 28 Disintegrate Medium Objects, Restoration(Greater), Holy Word
Round 7 DC 30 --------
Round 8 DC 32 --------
Round 9 DC 34 Disintegrate all objects, Implosion on all creatures (Fort. negates (DC 19+mod, increases by 2 each round hereafter), Disintegration Field (disintegrates anything that enters while concentration is maintained)
Round 10 DC 36 Implosion (DC 21+mod)
Round 11 DC 38 Implosion (DC 23+mod)
Round 12 DC 40 Implosion (DC 25+mod)
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Continue this same pattern of increasing the DC by 2 every round, and increasing the Fort DC for the Implosion effect by 2 per round until concentration is broken voluntarily or otherwise. All spell effects created by this ability affect everything they can within the column.

'Diamond Soul:

At ninth level, the growthmage’s innate positive energy grows so strong that it actually provides an aura of magical resistance. This ability is exactly like the monk ability described on page 40 of the player’s handbook. The channeler gains Spell Resistance equal to his caster level.

Timeless Body

At level nine, the innate positive energy in a growthmage simply stops the aging process in the growthmage’s body. He cannot be magically aged, and accrues no penalties as he grows older, though he still gains the mental ability bonuses, and still dies when he reaches the appropriate age. The elimination of penalties from aging is not retroactive, however. This is exactly like the monk ability of the same name.

Energy Mastery

At tenth level, the growthmage becomes so intimately familiar with positive energy that he gains immunity to all negative effects of positive energy. Also, he no longer needs the exclusive devotion to positive energy that was required of him during all of his studies of + up until this point. This is exactly the same as the energy mastery class feature of the elemental channeler except that the master + channeler gains no additional creature subtype, and can now take on levels as a – channeler without having to suffer the constitution loss standard to that subclass.

Negative Energy Channelers[edit]

Table: The Negative Channeler
Hit Die: d8

Elemental Class Level Base
Attack Bonus
Fort*
Save
Ref*
Save
Will
Save
Special
1st +0 +0 +0 +2 Life Drain 3; Constitution Loss; +1 Level of Existing Spellcaster Class
2nd +1 +0 +0 +3 Vampiric Weapon; +1 Level of Existing Spellcaster Class
3rd +2 +1 +1 +3 Draining Touch; +1 Level of Existing Spellcaster Class
4th +3 +1 +1 +4 Spell Focus(Necromancy); Fire Extinguisher; Maximal Healing; +1 Level of Existing Spellcaster Class
5th +3 +1 +1 +4 Life Drain 6; Constitution Loss; +1 Level of Existing Spellcaster Class
6th +4 +2 +2 +5 Hell to Pay; Turn Foe; +1 Level of Existing Spellcaster Class
7th +5 +2 +2 +5 Enervating Evocation; +1 Level of Existing Spellcaster Class
8th +6 +2 +2 +6 Life Drain 10; Constitution Loss; +1 Level of Existing Spellcaster Class
9th +6 +3 +3 +6 Charged Explosion; +1 Level of Existing Spellcaster Class
10th +7 +3 +3 +7 Negative Energy Mastery; Charged Catastrophe; Constitution Loss; +1 Level of Existing Spellcaster Class
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Features of Negative Energy Planar Channelers[edit]

Life Drain

Because of the natural tendency of positive energy to flow towards areas of negative energy, the blightmage can “draw out” the natural positive energy that flows through living or formerly living creatures. As the negative energy becomes more and more concentrated in a blightmage, the amount of positive energy that they can draw from their enemies likewise increases. At first level, a – channeler has Life Drain 3, which means that with any successful attack that deals hit point damage, an additional 3 hit points of life are drawn from the victim’s body, and simply dissipate into the air. At fifth level, such attacks drain 6 hit points, and at eighth level, such attacks drain 10 additional hp. This is a supernatural ability that is activated automatically whenever a melee hit is scored.

Constitution Loss

As the concentration of negative energy grows within the blightmage, it slowly sucks away his life energy, leaving him in a progressively more physically weakened state. As soon as a spellcaster becomes a blightmage, he immediately suffers 1 point of permanent constitution drain from his exposure to negative energy. As the concentration of negative energy in his body grows, he suffers another point of permanent constitution drain at level five, and yet another at level eight. And finally, when the blightmage masters to channeling of negative energy, he suffers one final loss of constitution, losing two points to permanent drain this time. This drain cannot be restored by any means, magical or otherwise other than by taking levels as a + channeler. Whenever a master blightmage gains his first level of growthmage, then the Con drain from becoming a first level blightmage is negated. At fifth level growthmage, yet another point is recovered, as at eighth level, and at tenth level growthmage, the final two points of constitution drain are recovered. If a character taking blightmage levels has already reached the tenth level of growthmage, then this effect is ignored altogether.

Vampiric Weapon

At second level, the blightmage gains the ability to draw the positive energy that is released from a victim when they are damaged back to himself via his weapon. By doing this, anytime a blightmage deals damage with a melee attack against any living being, he gains hit points equal to one half the damage dealt, rounded down. If this would give him more than his maximum number of hit points, then any excess hit points are simply not gained.

Draining Touch

At third level, the concentration of negative energy in a – channeler’s body is so high that he can draw life out of a living or once living being simply by touching it. This attack sucks out 1d8 +1 per channeler level hp of life from the target, and gives half of that number to the channeler as healed hp as per the rules for the Vampiric Weapon ability.

Spell Focus (Necromancy)

At fourth level, a blightmage gets the feat Spell Focus (Necromancy) for free.

Fire Extinguisher

At fourth level, there is a high enough concentration of negative energy flowing through the blightmage’s body to allow him to put out flames by touching them. As a standard action, he can put out three candles’ worth of fire (either in the form of a single flame or multiple flames that are close together) simply by touching them. As a full round action, he can put his hand or any other part of his body into a flame no larger than 125 ft.3, one square on each dimension, and extinguish the flame. Any larger flames are simply reduced in size at a rate of 125 ft.3 per round, though contact must be kept with the flame until it is fully extinguished or else the fire will flare back up to its original size instantly. Such contact with fires does not harm the blightmage in any way as the amount of damage caused by the fire and the amount of energy gained by the blightmage (through her Draining Touch) will always be equal. This ability does NOT, however, give the blightmage any sort of energy resistance to fire. If he chooses to touch a flame while suppressing this ability, he will be damaged normally. Also, fire-based attacks still do full damage to the blightmage. To the blightmage’s advantage, this ability CAN be used to weaken fire-based creatures. Any fire-based creatures hit by a Draining Touch attack from a – energy channeler with the Fire Extinguisher ability takes double damage, allowing the channeler to heal an appropriate number of extra hit points. Blightmages are immune to any fire damage caused by simple physical contact with a fire-based creature while using their Draining Touch attack.

Hell to Pay

At sixth level, a blightmage has so much negative energy flowing through him that whenever he is struck in melee combat, he can actually draw positive energy out of his attacker’s body through his attacker’s weapon. This attack is automatic and is a free action that happens immediately after damage from the attack is resolved, though the blightmage can choose to not activate this ability if he so desires. This attack deals 1d6 damage plus any Life Drain bonus to the attacking creature, and heals damage in the blightmage according to the Vampiric Weapon ability.

Enervating Evocation

At seventh level, the - channeler gains the ability to, at will, and as a full action, create a spark of negative energy in an area (column 20 ft. in diameter, and 40 ft. tall) no more than 30 ft. away. To bring forth this field of negative energy, the blightmage must first focus his concentration to begin channeling the energy he needs. This requires a concentration check (DC 14). Each round thereafter, the check DC increases by 2. Maintaining concentration is always a full round action that provokes an attack of opportunity, while attempting to maintain concentration and failing the check counts as a partial action. If you think that you cannot make your concentration check for a round, then you may simply not try to maintain concentration, and the effects of this ability end immediately. If you are not in combat, then you can take 10 on your concentration check, though you must simply roll the dice and hope for the best if you are in combat. You can never take a twenty on one of these concentration checks. The effects of this ability are as follows on the chart below. As usual, anything undead that is caught in this effect is instead healed as though it had spent an equal amount of time under a healing conjuration, and fire-based creatures suffer double damage. This means that fire-based undead creatures heal double.

Table: Charged Evocation

Rounds of Concentration Concentration DC Effect
Initial DC 14 --------
Round 1 DC 16 --------
Round 2 DC 18 --------
Round 3 DC 20 --------
Round 4 DC 22 Blight, Begin inflicting 1 point/round of temporary constitution damage upon all non-plant creatures in the area, Begin inflicting 1 point/round of temporary hardness damage to all objects in the area.
Round 5 DC 24 --------
Round 6 DC 26 Disintegrate all plant matter in area.
Round 7 DC 28 --------
Round 8 DC 30 Begin inflicting 2 points/round of temporary constitution damage upon all non-plant creatures in the area, Begin inflicting 2 points/round of temporary hardness damage to all objects in the area.
Round 9 DC 32 --------
Round 10 DC 34 --------
Round 11 DC 36 --------
Round 12 DC 38 Begin inflicting 3 points/round of temporary constitution damage upon all non-plant creatures in the area, Begin inflicting 3 points/round of temporary hardness damage to all objects in the area.
colspan="3" style="text-align: left; border: none;"

Continue this same pattern of increasing the DC by 2 every round, and increasing the constitution and hardness damage by 1per round every four rounds, until concentration is broken voluntarily or otherwise. Temporary hardness damages disappears immediately after the negative energy dissipates (when concentration ends). If an object’s hardness is ever less than 0, it crumbles to dust. All spell effects created by this ability affect everything they can within the column.

Charged Explosion

At ninth level, the - channeler gains the ability to create a charged explosion once per day per three channeler levels. Treat this ability exactly as the spell Fireball in every way except that it is a spell-like ability of type Necromancy, and the damage dealt by this ability is 1d6 (negative energy damage) per channeler level, with no cap on the amount of damage that can be dealt. That is, a 14th level sorcerer / 9th level channeler deals 9d6 damage with her charged explosion ability, and can use the ability 3 times per day. Also, the save against this ability has a DC= (10 + your channeler level + your relevant ability modifier (Wis for clerics, Cha for sorcerers, Int for Wizards, and so on)). If this ability is used against an undead creature, then instead of dealing damage, the creature heals 1d6 damage for each 1d6 damage that would otherwise be dealt.

Energy Mastery

At tenth level, the blightmage becomes so intimately familiar with negative energy that he gains immunity to all effects of negative energy, except for the constitution loss he suffered as he gained negative energy channeler levels (see Constitution Loss ability). Also, he no longer needs the exclusive devotion to negative energy that was required of him during all of his studies of - up until this point. This is exactly the same as the energy mastery class feature of the elemental channeler except that the master - channeler gains no additional creature subtype.

Charged Catastrophe

This ability allows a master channeler to open a channel directly to his favored inner plane and use up all his remaining Charged Explosions as a single action, creating a hellish frenzy of energy damage. Several glowing beads fly from your fingertips at any number of targets within 400ft + 40 per channeler level from you, dealing the appropriate of damage to the unfortunate recipient(s). The drawbacks to this are that such a torrent of energy is physically taxing on the channeler’s body, and he suffers 2d6 of non-energy damage for every 5d6 of energy damage dealt to the target(s). Also, the channeler feels somewhat weakened after making such a powerful attack, as if he were Sickened for the next 1 minute per 10 damage dealt to the enemy/ies (this includes any damage prevented by energy resistance or immunity, or by any other method of damage prevention). Furthermore, since all of his Charged Explosions have been used up, the channeler cannot create another Charged Explosion or Charged Catastrophe for the rest of the day.



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