Aspects (Su):
Upon the Channeler's first action in combat, they may imbue themselves with an aspect of their choice. This aspect provides a number of specialized bonuses, but they do not have any control over how long they will maintain their aspect. Instead, the aspect lasts for 1d6 rounds. Starting at 4th level, and every 3 levels after that, the number of rounds the aspects last increases by another 1d6. Once the aspect ends, however, the way they are surges with new purpose and they are filled with another aspect. Roll 1d8 to determine what new aspect they take (see following table) and then roll duration again. This happens until the character is no longer threatened or feels threatened, whichever comes first, though their aspect runs out naturally. Note that mind-affecting effects can influence this. The aspect can be dispelled with a successful dispel check (its caster level is equal to your channeler level) but the aspect remanifests itself in 1d4 rounds.
Spoiler
Show
{table=head]
Level|
Aspects
1st|
The same aspect as last time, or its direct opposite (your choice).
2nd|
Suffering
3rd|
Rejoicing
4th|
Victory
5th|
Defeat
6th|
Industry
7th|
Apathy
8th|
Any aspect of your choice.
[/table]
*Suffering opposes Rejoicing, Victory opposes Defeat, and Industry opposes Apathy.
Dismiss The Spirits (Su):
The Channeler makes a full round action that provokes attacks of opportunities. Upon their next action, they reroll which aspect they are imbued with and duration. In effect, this 'ends' the aspect they currently imbue.
Sufferer (Su):
Once per encounter, the channeler can use Sufferer as a move action. When Sufferer is active, all allies within 30' that would have taken damage do not take damage, but instead the channeler takes an equal amount of untyped damage in their stead.
Chastise The Spirits (Su):
Dismiss The Spirits now only takes a move action, though it still provokes attacks of opportunities.
Resist The Times (Su):
When an aspect would fade away due to its duration running out, the channeler may attempt to make a DC20 will save to renew its duration. Whether or not the will save is successful, the channeler receives a -4 penalty to attack, armour class, and initiative for the next two rounds.
Rejoice! (Su):
Once per day, the channeler can invoke Rejoice! as a standard action. While Rejoice! is active, any ally within 30' that would be the recipient of a new positive magical effect (for example, a Bull's Strength being cast on a target, a potion of healing being drunk, or a rogue successfully using Use Magic Device to cast Mirror Image upon herself) also causes the effect to take place upon the channeler. The channeler can decide against receiving the effect if it so chooses. Rejoice! lasts for one minute.
A New Era (Su):
Dismiss The Spirits now only takes a swift action, though it still provokes attacks of opportunities.
Victor (Su):
Once per encounter, the channeler can invoke Victor as a move action. For the next 10 rounds, the channeler can choose to imbue a d20 roll with this ability. The die is considered to have rolled a 20, but it is not a 'natural' 20 - a saving throw does not automatically succeed, and an attack roll does not threaten a critical. Victor cannot be used on skill checks, only one d20 can be imbued per use of Victor. The decision to use Victor must be declared before the d20 is rolled.
Aura of Calming (Su):
The channeler is surrounded by an aura that has the exact same effects as the cleric / bard spell Calm Emotions. The aura has a range equal to 5' + 5' per point of charisma modifier, and channeler can suppress it at will as a full round action.
Defeatist (Su):
Once per encounter, the channeler can invoke Defeatist as a full-round action. Every enemy within 30' must make a will save (DC 5 + 1/2 channeler levels + charisma modifier) or their next d20 roll will be considered a 1. It is not considered a natural 1; an attack roll does not automatically or critically miss, and a saving throw does not automatically fail.
Apatheticist (Su):
Once per encounter, the channeler can invoke the Apatheticist power as a standard action. For one round, any creature acting on a higher initiative count than the channeler can inflict no damage or negative status effects on the channeler.
Industrialist (Su):
Once per encounter, the channeler can invoke the Industrialist power as a standard action. For one round, any creature acting on a lower initiative count than the channeler can inflict no damage or negative status effects on the channeler.
Zeitgeist (Su):
Dismiss The Spirits can now be performed as an immediate action, and will not provoke an attack of opportunity.