Channeler (3.5e Prestige Class)

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Channeler
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Planar Channeler[edit]

I summon from the very plane of fire a torrent of flame. Beat that.
—Firenze Oryp, Human Channeler, Transcript by a bard before being consumed by fire

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. They have an innate ability to channel energy directly from the planes through their bodies and expel it with destructive force. Channelers are divided into three groups, elemental channelers, positive energy channelers, and negative energy channelers. Channelers 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.

Each group of elemental channelers have nicknames; Fire channelers = pyromancers; Cold = frost mages; Electricity = jolters; Sonic = screamers, positive channelers = growthmages; and negative channelers = blightmages.

Becoming a Channeler[edit]

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. The power of 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.

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. 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]

Entry Requirements
Base Attack Bonus: +5.
Spellcating: ability to cast 5th level spells or higher of the chosen elemental type
Skills: Knowledge (Planes) 10 ranks
Feats: Spell Focus (evocation)

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: d4

level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1st +0 +0 +0 +2 Favored Energy, Elemental Resistance 5 +1 Level of Existing Spellcaster Class
2nd +1 +0 +0 +3 Explosion, Backlash +1 Level of Existing Spellcaster Class
3rd +1 +1 +1 +3 Elemental Resistance 10 +1 Level of Existing Spellcaster Class
4th +2 +1 +1 +4 Energy Pillar +1 Level of Existing Spellcaster Class
5th +2 +1 +1 +4 Elemental Resistance 15 +1 Level of Existing Spellcaster Class
6th +3 +2 +2 +5 +1 Level of Existing Spellcaster Class
7th +3 +2 +2 +5 Elemental Resistance 20 +1 Level of Existing Spellcaster Class
8th +4 +2 +2 +6 +1 Level of Existing Spellcaster Class
9th +4 +3 +3 +6 Elemental Resistance 25 +1 Level of Existing Spellcaster Class
10th +5 +3 +3 +7 Elemental Mastery, Catastrophe +1 Level of Existing Spellcaster Class


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.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or divine spellcasting class before becoming a Channeler, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Favored Energy (Su): At 1st level, a Channeler must declare his favored energy type. Once chosen, this decision cannot be changed. Whenever you would cast a spell of another energy type, the spell type and energy damage dealt is changed to the type that you have chosen, but it deals damage as if it was one caster level lower.

Elemental Resistance (Ex): At 1st level, a channeler develops a natural resistance to their chosen favored element. At level 5 and 8, the resistances increase. At level 10, they gain immunity to their chosen element.

Explosion (Su): At 2nd level, a channeler gains Fireball as a spell-like ability, except that it deals the chosen energy type and the dice maximum is increased by 1 per class level. 1/day per three class levels.

Backlash (Su): At 2nd level, their body ripples with the chosen energy type, and whenever a channeler is struck with a melee attack, their attacker is dealt 1d6 damage of the chosen energy type.

Energy Pillar (Su):: At 4th level, once every 1d4+1 rounds, an elemental channeler can evoke their chosen energy type as a pillar of energy at will. As a standard action, a channeler can manifest a 15ft radius column of energy that extends 40ft high within a range of 100ft. Each turn on your turn or whenever a creature enters its radius, the column of energy deals damage equal to 2d6 per round that it has existed, to a maximum of (10d6). The column has a duration of 1 round/class level. As a move action, a channeler can move the column up to 30ft. The channeler can continue to cast spells while the column is manifest, however, this requires a Concentration check DC 10 + spell level + 2 per round that the column has existed.

Elemental Mastery (Su): At 10th level, the elemental channeler’s understanding of his chosen energy type is complete.

Catastrophe (Su): At 10th level, 1/day, as a full round action, a master channeler can rip open the dimensional fabric to unleash the hellish fury of your chosen plane on your unfortunate foes. A 40ft radius dimensional rift opens that swallows all foes and transports them to that plane without a save.


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