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Starsinger
2007-07-26, 03:47 PM
A long, long time ago I made a "anti-warlock" and now I want to run it through the gauntlet (that's you guys), all criticism is welcome, especially constructive.
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The Channeler

BAB: As Wizard
Fort: As Wizard
Ref: As Wizard
Will: As Wizard

The channeler's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Religion, Arcana, Local, Nobility & Royalty, History) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
A channeler gains 6+Int Mod skill points, x4 at first level.

Weapon and Armor Proficiency: Simple weapons. No armor, no shields. While nothing prohibits a channeler from later becoming proficient with armor, doing so will cause her to suffer from arcane spell failure when using her invocations.

Invocations(Sp): A channeler does not prepare or cast spells in the way a wizard or sorcerer does. Instead she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the inner light that suffuses her soul. A channeler can use any invocation she knows at will with the following qualifications: A channeler's invocations are spell like abilities; using an invocation is therefore a standard action that provides attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A channeler is entitled to a concentration check to successfully use an invocation if she is hit by an attack while invoking, just as a spellcaster would be. A channeler can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A channeler's invocations are subject to spell resistance unless the invocation's description specifically says otherwise. A channeler's caster level with her invocations is equal to her channeler level. The save DC for an invocation (if it allows a save) is 10+ equivalent spell level + the channeler's Charisma modifier. Since spell like abilities are not actually spells, a channeler cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell like abilities, such as Quicken Spell Like Ability and Empower Spell Like Ability.

The four grades of Invocations, in order of their relative power, are least, lesser, greater, and light. A channeler begins with knowledge of one invocation which must be of the lowest grade (least). As a channeler gains levels, she learns new invocations, as summarized on their table and described below. A list of available invocations can be found following the class description, as well as a detailed description of each invocation.

At any level when a channeler learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. At 6th level, a channeler can replace an invocation she knows with a different least invocation (in addition to learning another invocation which could be least or lesser). At 11th level, a channeler can replace a least or lesser invocation she knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a channeler can replace a least, lesser, or greater invocation she knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or light). Finally, unlike other spell like abilities, invocations are subject to arcane spell failure.

Channelers can qualify for some prestige classes generally intended for spellcasters; Channelers benefit in a specific way from prestige classes that have "+1 level of existing arcane spellcasting class" or "+1 level of existing spellcasting class" as a level advancement. A channeler taking levels in such a prestige class does not gain gain any of her class abilities, but she does gain an increase in caster level when using invocations and increased healing done by Healing Light. Levels of prestige classes that offer +1 level of spellcasting effectively stack with a channeler's level to determine her Healing Light's healing (treat her combined caster level as her channeler class level when looking at the class table to determine her Healing Light dice) and her Healing Light caster level (half her channeler level and the levels in the prestige class which grants her increased caster level). A channeler also gains invocations at those prestige class levels as if she had gained a level of channeler.

A channeler cannot qualify for a prestige class with spellcasting requirements, as she never actually learns to cast spells. However, prestige classes with caster level requirements are well suited to the channeler. A channeler's caster levelf or her invocations fulfills this requirement. (This spoiler is to save space)

Healing Light: A channeler quickly learns to harnass the healing powers of their inner light. Healing Light is a ray with a range of 60 feet. It requires a ranged touch attack that affects a single target, allowing no saving throw. Healing Light restores 1d6 hit points at 1st level and increases in power as the channeler rises in level. Healing Light is the equivalent of a spell whose level is equal to one half the channeler's level (round down), with a minimum spell level of 1st and a maximum spell level of 9th when the channeler reaches 18th level. Healing Light is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to over come spell resistance also apply to Healing Light. Healing Light does damage to undead. Metamagic feats cannot improve Healing Light because it is a spell like ability, not a spell. However, the feat Ability Focus (Healing Light) increases the DC for all saving throws (if any) associated with Healing Light by 2. See page 303 of the Monster Manual.

Shield of Light: A channeler of 2nd level or higher can focus her inner light into a shield. This shield floats infront of a channeler's offhand and provides a +2 shield bonus to armor class, this bonus increases by +1 for every 4 channeler levels. Unlike a normal shield, the shield produced by Shield of Light has an arcane spell failure of 0, a weight of 0, and applies to touch attacks. In addition, a character using a two-handed weapon, such as a quarterstaff, can do so freely while using a shield produced by Shield of Light. Because undead are effected strongly by the channeler's powers, the shield bonus increases by 1 for attacks made by undead. Because it is insubstantial, a shield produced by Shield of Light cannot be used in shield bashes, except against undead, who take damage equal to the basher's charisma modifier (if positive.) This shield can be created at will, and disappears in an antimagic field as well as when the Channeler is unconcious, whether forcibly or otherwise.

Will to Live: After reaching 5th level a channeler has been focusing her inner light for so long that she no longer needs to worry about the frailty of her own body against necromancy. A channeler of 5th level or higher may use her will save against spells from the necromancy school that would normally require a fortitude save. A channeler of 10th level or higher may roll a will save to negate against necromancy spells that normally do not allow a save. At 15th level, a channeler is immune to spells that produce instant death on a failed save, (such as Finger of Death or Phantasmal Killer.) This renders her immune to necromancy spells that produce instant death but allow no save as well (such as Power Word: Kill) due to her 10th level ability.

Fear not Death: At 20th level, a channeler's soul becomes so infused with light, that death no longer holds any fear for her. Her type remains the same, however she recieves a bonus equal to +4 or her charisma modifier (whichever's higher) on saving throws against necromantic effects, including special abilities of undead monsters. Additionally, she enjoys spell resistance equal to 10+ her hit dice, on spells from the necromancy school. Further more, a channeler may never rise as undead, regardless of how she was slain. Her body may never be used to create undead, and she may never willingly become undead (such as via lichdom.)

Infused Soul: In addition to her invocations, a channeler may force the light within her soul to well up, causing other benefits. Each day she has a resevoir of Light points equal to twice her channeler level, which may be spent on the following abilities. Unlike invocations, Infusions do not trigger attacks of opportunity.

Flash of Light: A channeler may spend 1 light point to cause the light in her soul to well up. This effect causes her to emit bright light in a small radius around her. All creatures within 5 feet of the channeler are dazzled as the Flare cantrip, this effect doesn't allow a saving throw.

Shield of Light: A channeler may spend 1 light point to give another ally a shield of light, identical to the one created by her class ability. Unlike her shield, this one has a duration of only 1 minute per channeler level. A channeler can only create up to 5 shields of light at any time, not including the one she creates for herself.

Speed of Light: A channeler may spend atleast 1 light point on this ability, but no more than 1 light point per level of channeler. For each point she spends, she grants a +5 bonus to land speed to a single ally. This effect stacks with itself. For example, a channeler spending 4 light points may give a +5 bonus to land speed to 4 allies, a +20 bonus to land speed to one ally, or a +15 bonus to one and a +5 bonus to another, or any other combination of +5 bonuses not exceeding 4 allies or +20 total bonus. This effect lasts for one round.

Armor of Light: A channeler of 5th level or higher may, as an immediate action, spend 4 light points to give herself a +2 bonus to her armor class against one attack. She may choose to do this after the attack has been rolled, but before the DM announces whether it hits or not.

Shell of Light: A channeler of 5th level or higher may spend 3 light points to give all allies, including herself, within 5 feet a +2 deflection bonus to their armor class. This increases by 1 at every 5th level, so +3 at 10th, +4 at 15th, +5 at 20th, and so on. This ability lasts for 1 minute for every 2 class levels a channeler has.

Tower of Light: A channeler of 10th level or higher may spend 5 light points to give all allies within line of sight a +4 bonus on saving throws versus necromantic effects, and the special abilities of undead creatures.

Aegis of Light: A channeler of 10th level or higher may, as an immediate effect, spend 6 light points to give a single ally, herself included, spell resistance against a single spell equal to 5+ the ally's HD. She may choose to do this after the spell has been cast, but before the ally rolls a save, if a save is allowed.

Burst of Light: A channeler of 15th level or higher may spend 5 light points, as an immediate action to cause the next use of her Healing Light ability to become a 20 foot burst. (This ability may be used with the Searing Light, Scathing Light, Scorching Light, and Light of Judgment invocations if the channeler chooses.)

Sword of Light: A channeler of 15th level or higher may, cause a weapon held by an ally to become a brilliant energy weapon at the cost of 10 light points. The weapon remains a brilliant energy weapon for 3 rounds. This effects natural weapons as well.

Chain of Light: A channeler of 20th level or higher may spend 8 light points, as an immediate action to cause the next use of her Healing Light ability to chain to a number of secondary targets equal to her caster level. The secondary targets recover half as many dice of hit points as the primary target, so a Healing Light that does 10d6 would heal 5d6 for secondary targets. (This ability may be used with the Searing Light, Scathing Light, Scorching Light, and Light of Judgment invocations if the channeler chooses.)

Bastion of Light: A channeler of 20th level or higher may, as an immediate action, spend 20 light points to save an ally at the brink of death. If an ally would be reduced to -10 hit points or lower because of an attack by an enemy, the channeler may use this ability to instead leave the ally at -1 hit points, and the ally is in stable condition.
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Invocations Least Invocations Least invocations
Gentle Persuasion: Gain a bonus on Diplomacy, Hande Animal, and Gather Information checks.
Creative Utterance: Speak a Word of Creation and cause objects to be restored, as by the mending spell.
Persistant Sight: See normally in darkness and magical darkness.
Literary Brilliance: Gain bonus on knowledge checks.
Abundent Growth: Plants envelop creatures, as the entangle spell.
Disk of Light: Cast Tenser's Floating Disk.
Searing Light: Cause Healing Light to do damage.
Sylvan Torches: Use Faerie fire or dancing light as the spell.
Splash of Color: Use Color Spray as the spell.
Flicker of Life: Recieve bonus on one type of save.
Cherub Down: Cast feather fall as the spell.
Mists: Cast Fog Cloud as the spell.
Gentle Persuasion
Least; 2nd
You can invoke this ability to let your inner peace shine through when you speak with others. Gain a +6 bonus on diplomacy, handle animal, and gather information checks. This ability lasts for 24 hours.

Creative Utterance
Least; 2nd
You speak a single syllable of the Words of Creation (discussed in Book of Exalted Deeds) creating a single object as by the mending spell. Alternatively, you may restore 1d6 plus an additional 1d6 hit points per two caster levels, in a construct.

Persistant Sight
Least; 2nd
Your inner light won't let darkness fool your eyes. You can see normally in darkness and magical darkness for 24 hours.

Literary Brilliance
Least; 2nd
You invoke this ability to grant amazing intellectual prowess. You gain a +6 bonus on up to 3 knowledges of your choice. If you invoke this ability again to select a 4th knowledge, you lose the bonus to another knowledge of your choice. This ability lasts for 24 hours.

Abundent Growth
Least; 1st
You cast Entangle as the spell.

Disk of Light
Least; 1st
You cast Floating Disk as the spell.

Searing Light
Least; Blast Essence
Your Healing Light class feature may deal damage instead of restoring hit points, up to a maximum of 3d6. Undead affected by this ability take d8 damage instead of d6.

Sylvan Torches
Least; 2nd
You may cast Faerie fire or dancing lights as the spell.

Splash of Color
Least; 2nd
You may cast Color Spray as the spell. Unlike normal Color Spray Undead are effected by Splash of Color.

Flicker of Life
Least; 2nd
You gain a bonus equal to your charisma modifier (if any) to your choice of Fortitude, Will, or Reflex saves. You may choose a different save on subsequent uses of this ability, if you do you lose the bonus to the first type of save. This bonus may never exceed your class level. This ability lasts for 24 hours.

Cherub Down
Least; 1st
You may cast Feather fall as the spell.

Mists
Least; 2nd
You may cast Fog Cloud as the spell.

Lesser
Lesser invocations
Angel Wings: Gain a fly speed with good mobility.
Scathing Light: Cause Healing Light to do damage.
Broken Bonds: Cast Break Enchantment as the spell, but suffer ability damage.
Banishment: Use Dispel Magic as the spell
Halt Undead: Cast halt undead as the spell.
Invigoration: Cast Bull's Strength or Cat's grace as the spell.
Trick of Light: Use short-ranged Dimension door.
Language of Life: Gain knowledge of a new language.
Hold Back the Darkness: Cast Hold Monster as the spell, but may only effect Evil outsiders and undead.
Bending Light: Gain effects of Blur
Angel Wings
Lesser; 3rd
When you use this invocation, the powers of Life bear you aloft as you sprout iridescent wings that vaguely look like translucent angel wings. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.

Scathing Light
Lesser; Blast essence
Your Healing Light class feature may deal damage instead of restoring hit points, up to a maximum of 5d6. Undead affected by this ability take d8 damage instead of d6.

Broken Bonds
Lesser; 4th
You mast cast Break Enchantment as the spell, however for each success, you take 2 points of constitution damage. This damage recovers normally, but can only be restored by a Restoration spell (or a spell of a higher level).

Banishment
Lesser; 3rd
You may cast Dispel Magic as the spell.

Halt Undead: Cast halt undead as the spell.
Lesser; 3rd
You may cast Halt Undead as the spell.

Invigoration: Cast Bull's Strength or Cat's grace as the spell.
Lesser; 2nd
You cause your ally's to feel invigorated and stronger. Each ally affected by this spell recieves the benefit of either Bull's Strength or Cat's Grace. You may later decide to give an ally the other benefit, in which case they lose the ability boost of the previous spell. This ability lasts for 24 hours.

Trick of Light
Lesser; 4th
You may use Dimension Door as the spell but the range is limited to short (25 feet +5 feet /2 levels).

Language of Life
Lesser; 3rd
You may speak one additional language of your choice. You may cast this ability again, to gain use of a different language, but if you do so you lose the first language. This ability may be used to speak with animals and plants as well. This ability lasts for 24 hours.

Hold Back the Darkness
Lesser; 4th
You may cast Hold Monster as the spell, however it's treated as a 4th level spell for purposes of saving throw DCs and may only affect Undead and Evil Outsiders. Unlike normal Hold Monster spells, this ability effects undead.

Bending Light
Lesser; 3rd
You may gain the benefits of the Blur spell. This ability lasts for 24 hours.

Greater
Greater invocations
Blazing Wall: Cast Wall of Fire as the spell.
Scorching Blast: Cause Healing Light to do damage.
Cascading Light: Cast Greater Dispel Magic on touch, gain Damage reduction 2/- for a number of rounds based on spells dispelled.
Invigorating Aura: Nearby allies gain fast healing 1 and Bull's Strength or Cat's Grace.
Summon Light-Elemental: Pet elemental may cast Sunbeam (Caster level 6) every 1d6 rounds.
Blazing Wall
Greater; 5th
You may cast Wall of Fire as the spell.

Scorching Blast
Greater; Blast Essence
Your Healing Light class feature may do damage instead of restoring hit points, up to a maximum of 8d6. Undead affected by this ability take d8 damage instead of d6.

Cascading Light
Greater; 6th
You may cast Greater Dispel Magic as the spell, with a range of touch. If you successfully dispel any spells you gain Damage Reduction 2/-. This damage reduction lasts for a number of rounds equal to the combined levels of all spells dispelled.

Invigorating Aura
Greater; 6th
Your inner light is an inspiration to those who fight alongside you. Any ally within 10 feet of you gains fast healing 1 and benefits from either Bull's Strength or Cat's Grace. If they're under the effect of your Invigoration invocation, they automatically recieve the benefit of whichever they currently are not benefitting from. This ability lasts 24 hours.

Summon Light-Elemental
Greater; 6th
You may summon a Light-Elemental (Use the stats of a medium fire elemental, except the elemental is not immune to fire and does not take extra damage from cold). The creature you summon may cast Sunbeam (caster level 3rd) once every 1d6 rounds and shines light equal to a torch. You may control only one Light-Elemental at any given time. This ability lasts for 24 hours.

Light
Light of Judgment: Cause Healing Light to do damage.
Heaven's Wrath: Cast Sunburst as the spell.
Form of Light: Cast Invisibility (self only) as the spell.
Bargain with Death: Cast Raise Dead as the spell.
Wall of Light: Cast Wall of Force as the spell.
Light of Judgment
Light; Blast Essence
Your Healing Light class feature may do damage instead of restoring hit points, up to a maximum of 10d6. Undead affected by this ability take d8 damage instead of d6. Additionally, on a critical hit, undead take double damage, even though undead are usually immune to critical hits.

Heaven's Wrath
Light; 8th
You may cast Sunburst as the spell.

Refracting Light
Light; 7th
You may cast Greater Invisibility on yourself, or you may cast Invisibility Purge as the spell

Bargain with Death
Light; 7th
You may cast Raise Dead as the spell. Unlike normal spell-like abilities this one requires you to provide the material component.

Wall of Light
Light; 7th
You may cast Wall of Force as the spell. In addition, walls created by this invocation, may, at your choosing, produce an effect identical to the daylight spell. You must choose at the time of casting.

DracoDei
2007-07-26, 07:13 PM
Needs a table for when they get what invocations at the very least... do they use Warlock invocations?

Starsinger
2007-07-27, 12:39 AM
Oh... forgot their table, they use the same progression as Warlocks, but have their own invocation lists.

blue_fenix
2007-07-27, 03:48 PM
Um, a 1-level dip into this class allows unlimited out-of-combat healing with essentially no cost or penalty. Unless the players expect to mostly fight only 1 or 2 encounters per day, or nothing but BBEGs, there's no reason for the party cleric to not take 1 level of this.