Channeler (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Channeler
Rating: Not rated
(Rate this class)
Status: Ready for review
Editing: Constructive edits welcome

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; 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 large amounts of positive energy live to talk about it. Positive energy is the energy of life and healing, but when uncontrolled, many mages seeking immortality or uncanny strength have accidentally killed themselves. Too much positive energy can cause your body to literally burst with energy, transforming you into an entire flourishing ecosystem, or into huge mounds of raw muscles so great that their bone structure collapsed under the weight. 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 belief, 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 1d6 rounds, an elemental channeler can evoke their chosen energy type as a pillar of energy at will. As a standard action that provokes an attack of opportunity, a channeler can manifest a 5ft radius column of energy that extends 40ft high within a range of 100ft. Creatures can only take damage from the column once per turn. 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 to keep the column in existence, this requires a Concentration check DC 10 + spell level + 2 per round that the column has existed. If something interferes with your concentration you must make a Concentration check or lose control of the energy pillar. You can manifest and control multiple energy pillars at the same time, but they cannot overlap.

Elemental Mastery (Su): At 10th level, the elemental channeler’s understanding of his chosen energy type is complete. All spells he casts with the elemental type are treated as if he was one caster level higher.

Catastrophe (Su): At 10th level, 1/week, as a full round action that provokes an attack of opportunity, a master channeler can rip open the dimensional fabric to unleash the hellish fury of your chosen plane on your unfortunate foes. Within a range of 1000ft, a 40ft radius dimensional rift opens that swallows all foes on the ground and transports them to that plane without a save.

Positive Energy Channeler[edit]

If you have chosen Positive Energy as your favored energy, the rules for using this element are similar to how the rules for traversing the elemental plane of positive energy. Creatures affected by your positive healing spells can heal beyond their maximum hit points, gaining stacking temporary health. A creature that has temporary health equal to or more than their maximum hit points dies without a save by exploding into either in a bright flash of light or into an amorphous mass of flesh or into a pile of grass, moss, and flowers.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors