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Vael

Channeler

This is an entirely new spellcasting system I introduced on GitP. Unfortunately, we don't have the table tool, so the class chart is a mess, but I'll find a way to make it readable.


Channeler

Some spellcasters manipulate arcane energies, others devote themselves to divine entities to gain their strength. Still more devote themselves to the power of the mind, the soul, and eldritch.
Some, however, learn that everything is an energy that can be tapped. From planes to life, from time to space, they manipulate the fabric of the universe in every form to change the world to their liking.
Adventures: Channelers are hunters of energy, chasers of new ways to manipulate the sources they channel into their magic. To further their power, to discover new secrets of the universe- these are the things that drive Channelers through dungeons and cities, ever searching for a new spark of insight, or a glowing source of power.
Characteristics: Channelers are a scholarly, intelligent sort who often seem more at home amidst dusty tomes and ancient libraries than in a war or fight. But once they call upon their knowledge of energies, their strength becomes apparent.
The energies they wield are not as refined and as complex as many arcane spells and other powers are, but their sacrifice of specific powers has given them more versatility with the power they have.
Alignments: In morality, Channelers have a greater tendency to be neutral, due to the wide variety of energies they call upon... and the questionable natures of them, and the holy natures of some of them. However, good and evil channelers are far from unheard of.
Channelers have little to no preference on the law axis, though some might argue that they are more lawful for various reasons.
Religion: Channelers are quite often frowned upon- or worse- by the various religions. Their reaching for energy sometimes passes through the divine territories, stealing that mystic energy for themselves.
Furthermore, other religions and deities find drawing on life energy and necromantic energy repulsive, and Channelers may often find themselves using such energy.
Other Channelers, however, show "control" in their reachings and limit themselves to certain sources because of morals and beliefs. More chaotic channelers find such limitations abhorrent and have no qualms with using any energy that is needed.
Background: A Channeler may first come across his power in a number of ways. He may first discover arcane, divine, or another magic, and then wonder how one would tap other energies... why people can't use them all.
Channelers can also be taught Channeling from the beginning, which is done in many cultures.
Other Channelers begin by subconciously using their body's energy to manipulate things- and when they grow stronger in doing so, they find they have need for other sources of energy to further sustain their power.
Races: Humans are often Channelers, finding it to be easier than magic in many ways, though it is taxing. Orcish races may be drawn to it as well, intrigued by the idea of using their own power as a source, and glad to find that their strength is of use in this magic.
Interestingly, elves are infrequently Channelers, finding that their frail bodies are incapable of sustaining more draining energies.
Other Classes: A Channeler rarely gets along with other spellcasters. Arcane casters will find them primative and their methods dangerous, while Channelers will be frustrated with the narrow and complicated view of the arcane arts. Divine spellcasters are often upset that someone outside of their beliefs will occasionaly manipulate the same energies.
Channelers and Barbarians often see things alike, however, as they both understand the need of brute strength- they just get it from different sources.
Rogues may occasionally find Channelers interesting and helpful, but often they get lumped with the Barbarian in the "noisy fighter people" category.
Role: Channelers can serve a few different roles, depending on the energies they specialize in.
They do, however, tend to fill either the role of a Cleric-esque buffing/healer, or a simple, energy wielding blaster. The lack of refinement in their techniques allows little finesse, so arcane spellcasters will still have their place.
Because of their lack of specilization, however, they are quite useful to smaller parties.

GAME RULE INFORMATION
Channelers have the following game statistics.
Abilities: A high Charisma score is most important to a Channeler as it makes his energies harder to resist and allows him to draw more of it. However, a good Constitution will allow a Channeler to take more hits as well as draw energy from himself.
Hit Die: d6

Class Skills
The Channeler's base skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language, Spellcraft, and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Channeler
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flow Points|Sources|Templates
1st|+0|+0|+0|+2|Channeling, Source Limit I|3|1|1
2nd|+1|+0|+0|+3| |8|1|1
3rd|+1|+1|+1|+3| |14|1|2
4th|+2|+1|+1|+4|Living Source I|21|2|2
5th|+2|+1|+1|+4| |30|2|2
6th|+3|+2|+2|+5|Source Limit II|41|2|3
7th|+3|+2|+2|+5| |53|2|3
8th|+4|+2|+2|+6|Living Source II|66|3|3
9th|+4|+3|+3|+6| |81|3|4
10th|+5|+3|+3|+7| |98|3|4
11th|+5|+3|+3|+7| |117|3|4
12th|+6/+1|+4|+4|+8|Living Source III, Source Limit III|138|4|5
13th|+6/+1|+4|+4|+8| |160|4|5
14th|+7/+2|+4|+4|+9| |184|4|5
15th|+7/+2|+5|+5|+9| |210|4|6
16th|+8/+3|+5|+5|+10|Living Source IV|237|5|6
17th|+8/+3|+5|+5|+10| |267|5|6
18th|+9/+4|+6|+6|+11|Source Limit IV|298|5|7
19th|+9/+4|+6|+6|+11| |330|5|7
20th|+10/+5|+6|+6|+12|Living Source V|363|6|7[/table]

Class Features
All the following are class features of the Channeler.

Weapon and Armor Proficiency
Channelers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Channeling
Channelers use a spell-like ability known as "Channeling." While it is technically one ability, it can be used in a variety of ways.

To use this ability, a Channeler must first choose a main source he wishes to use. Once he has chosen this source, he chooses how many Flow Points he wishes to invest in it (determining the power of the ability). Once spent, those spent flow points are gone for the day and only restored after eight hours of uninterrupted rest. A channeler's flow points are listed on the table above, and he gets extra flow points equal to his charisma modifier x his channeler level x 1/2.

After making this decision, a Channeler must apply one Effect Template to the channeling in order to target someone. Some Effect Templates require a number of Flow to use. This number is added to the number used on the main source for purposes of maximum Flow Points spent.
A Channeler may only apply ONE Effect Template from the primary list to their Channeling.

After this, A Channeler may apply other Main Sources, Suppliment Sources or Secondary Effect Templates, which also may change the number of Flow Points spent (which also counts towards the maximum Flow Points spent).

A Channeler may only spend a total number of Flow equal to his Channeler Level (which is equal to his Channeler Class Level) on any given channeling.

Channeling is a standard action unless otherwise stated.

All Channelings allow one or more saving throws to partially or fully negate their effects. The Difficulty Class for a saving throw against a Channeler's Channeling is 10 + 1/2 flow spent on the main source + the Channeler's Charisma modifier.

Adding a second main source simply adds the effects of the second source to the first. Points spent on the channeling do not increase both sources, but must be alloted separately to each source. Futhermore, each source allows its own save, determined by the method above.

A Channeler is familiar with a number of sources as noted in the above chart, and knows a certain number of effect templates as is also noted.
However, a Channeller may still use sources and templates that he is not familiar with. To use those sources or effects he must double the listed Flow Point cost for that source or template before finding the total cost. He must pay a minimum of 2 Flow Points to use a source or effect template he does not have.

Concentration is required for controlling energy from your sources, and getting hurt while trying to channel can disrupt your channeling and ruin it.
You follow standard spell rules for concentration, but substitute level for 1/2 total flows points spent on the channeling.

For all purposes spell-like ability wise, the "spell's" level is equal to 1/2 total flow points spent, while caster level = channeler level.

Source Limit
A Channeler may only use a number of Sources in his Channelings. At 1st level he may only use one source in a Channeling, at 6th level he can use two, at 12th level he can use three, and finally at 18th level he can use four sources in one channeling.

Living Source
A Channeler is intimately familiar with the energy in his own body, and may sacrifice it to fuel his Channeling. At 4th level he may sacrifice 1d8 HP and 1d8 subdual HP and increase his effective Channeler level by one for one channeling. At 8th he can sacrifice 2d8 HP and 2d8 subdual HP and increase his level by 2, and so on until he can sacrifice 5d8 HP and 5d8 subdual HP to gain 5 effective levels for one channeling.





Source Descriptions
Main sources are shown in the following manner:
Name
Incremental Flow Point Cost: This represents how many flow points one has to spend to accomplish the effect shown in the descriptive section. Generally one can keep adding this cost to itself to increase the effect by 100% of the base value each time. Others may have static values, which cannot be adjusted further than shown.
Save Type: This is what type of save one must make to avoid the effects of the channeling. These saves work just like any other normal spell or spell-like ability.
Duration: How long the channeling's effects last.
Effect Description: This is what the source actually does.

Supplemental sources are shown as demonstrated below:
Name
Flow Point Cost Adjustment: This number adds on to the main source's incremental flow point cost for purposes of determining total flow point cost.
Effect Description: This is what the source actually does.

SOURCES

Main Sources


Planar Fire
Incremental Flow Point Cost: 1
Save Type: Reflex half
Duration: Instantaneous
This source deals 1d6 fire damage per incremental flow point cost spent.

Planar Ice
Incremental Flow Point Cost: 1
Save Type: Reflex half
Duration: Instantaneous
This source deals 1d6 cold damage per incremental flow point cost spent.

Planar Lightning
Incremental Flow Point Cost: 1
Save Type: Reflex half
Duration: Instantaneous
This source deals 1d6 electric damage per incremental flow point cost spent.

Planar Acid
Incremental Flow Point Cost: 1
Save Type: Reflex half
Duration: Instantaneous
This source deals 1d6 acid damage per incremental flow point cost spent.

Positive Energy
Incremental Flow Point Cost: 2
Save Type: Fortitude half
Duration: Instantaneous
This source cures 1d8 damage per incremental flow point cost spent, or deals 1d8 damage to undead creatures.

Negative Energy
Incremental Flow Point Cost: 2
Save Type: Fortitude half
Duration: Instantaneous
This source deals 1d8 negative energy damage per incremental flow point cost spent, or heals 1d8 damage for undead creatures.

Void Source
Incremental Flow Point Cost: 2
Save Type: Fortitude
Duration: Instantaneous
This source deals 1d6 typeless damage per incremental flow point cost spent.

Temporal Charge
Incremental Flow Point Cost: None, See text
Save Type: Will
Duration: Instantaneous
This source grants the target one action.
Using a 6 point static value gives the target one move action.
Using a 10 point static value gives the target one standard action.
Using a 14 point static value gives the target one full round action.

Temporal Drain
Incremental Flow Point Cost: None, See text
Save Type: Will
Duration: Instantaneous
This source drains one of the target's next actions.
Using a 4 point static value drains the target's next move action.
Using a 8 point static value drains the target's next standard action.
Using a 12 point static value drains the target's next full round action.

Spacial Drift
Incremental Flow Point Cost: 1
Save Type: Will
Duration: Instantaneous
This moves the target 10ft in any direction per incremental point flow cost spent.

Telekinetic Energy
Incremental Flow Point Cost: See text
Save Type: Will
Duration: Concentration
This source allows the channeler to pick up 20lbs per flow point spent, and may move it 30ft per round per flow point spent. Each effect is paid for separately. For all other purpose the incremental flow point cost is 2.

Enervating Energy
Incremental Flow Point Cost: 2
Save Type: Fortitude
Duration: 1 round per point spent on this source.
The target gets a -1 penalty to a physical ability score of the channeler's choice per incremental flow point cost.

Iatrogenesis Energy
Incremental Flow Point Cost: 2
Save Type: Will
Duration: 1 round per point spent on this source.
The target gets a -1 penalty to a mental ability score of the channeler's choice per incremental flow point cost.

Vitalizing Energy
Incremental Flow Point Cost: 2
Save Type: Fortitude
Duration: 1 round per point spent on this source.
The target gets a +1 enhancement bonus to a physical ability score of the channeler's choice per incremental flow point cost.

Prodigious Energy
Incremental Flow Point Cost: 2
Save Type: Will
Duration: 1 round per point spent on this source.
The target gets a +1 enhancement bonus to a mental ability score of the channeler's choice per incremental flow point cost.

Euphoric Energy
Incremental Flow Point Cost: 2
Save Type: Will
Duration: 1 round per point spent on this source.
The target gets a +1 moral bonus to saving throws, attack rolls, and damage rolls per incremental flow point cost.

Knowledge Source
Incremental Flow Point Cost: 2
Save Type: Will
Duration: 1 round per point spent on this source.
The target gets a +1 competence bonus to all skill checks per incremental flow point cost.

Supplemental Sources

Elder Energy
Flow Point Cost Adjustment: 1/2 (rounded up)
Converts channeling to a Su ability.

Ancient Source
Flow Point Cost Adjustment: 1
Converts channeling to an Ex ability.

True Energy
Flow Point Cost Adjustment: 1/2 (rounded up, see text)
Makes all elemental damage dealt ignore resistance and deal half damage to creatures immune to elemental damage. Only apply the adjustment to sources that add elemental damage.

Mutable Energy
Flow Point Cost Adjustment: See text.
Add a static +2 flow point cost (or +4 if this is not a familar source) to your channeling, then subtract 1 from all template incremental costs. (Static costs are not affected).




Effect Template Descriptions

Primary effect templates are shown in the following manner:
Name
Channeler Level Requirement: This is the level you have to be to use the template, or take it as a familiar template.
Template Description: This is who/what your source targets, and how much it will cost to add to your channeling (if anything).

Secondary effect templates are shown as demonstrated below:
Name
Channeler Level Requirement: This is the level you have to be to use the template, or take it as a familiar template.
Template Description: This is how the template changes the channeling, and how much it costs to add to your channeling.

EFFECT TEMPLATES

Primary Effect Templates


Personal
Channeler Level Requirement: 1st
The source's target is the channeler.

Ray
Channeler Level Requirement: 1st
The source's effects are channeled into a ranged touch attack within short range (25ft + 5ft per channeler level).

Touch
Channeler Level Requirement: 1st
The source's effects are channeled into a touch attack. You must touch the target as part of the channeling process.

Specific Target
Channeler Level Requirement: 3rd
The source's effects are channeled towards a single creature or object within medium range (100ft + 10ft per channeler level). You may add another target by adding x flow points to the cost, where x is the main source's increment cost or static value. This adjustment may be added multiple times.

General Target
Channeler Level Requirement: 3rd
The source's effects are channeled towards 1 cubic foot of matter per channeler level that does not fall under the "specific target" template within medium range (100ft + 10ft per channeler level).

Burst Area
Channeler Level Requirement: 5th
The source's effects are channeled into a 5ft radius area within medium range (100ft + 10ft per channeler level). You may add 5ft to the radius by adding x flow points to the cost, where x is the main source's increment cost or static value. This adjustment may be added multiple times.

Linear Area
Channeler Level Requirement: 5th
The source's effects are channeled into a 10ft long line of energy starting from the channeler. It is always 5ft wide. You may add 10ft to the line's length by adding x flow points to the cost, where x is the main source's increment cost or static value. This adjustment may be added multiple times.

Secondary Effect Templates


Range Increase
Channeler Level Requirement: 3rd
This template increase the range of a primary template. A short range becomes a medium range, and a medium range becomes long range. If the template does not have a range, it is not affected by this template.
You may adjust a template up to two times, spending 2 flow points each time. You may not increase the range beyond long range.

Swift Channeling
Channeler Level Requirement: 7th
A channeling with this template becomes a swift action. You must spend 6 extra flow points to use this template.

Immediate Channeling
Channeler Level Requirement: 11th
A channeling with this template becomes an immediate action. You must spend 10 extra flow points to use this template.

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