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Old 01-18-2011, 12:37 AM   Top  -  End  -  #9
TSED
Barbarian in the Playground
 
 
Join Date: Sep 2007
Default Re: Base Class Challenge IV - Tipping the Scale

Channeler



I used to pray for these people. Now I will not rest until they are destroyed.
-Samavha, channeler


The Channeler carries within them a great and powerful spark, but this spark is strange and unlike other things. They may instigate great sweeping revolutions - or extinguish them - and may not even intend to do so. They may topple tyrants to raise new loving governments and then topple those to raise new tyrants decades later. It is not necessarily their goal, but their nature - this spark of chaos, of neutralization, will bend both individuals and societies to act unpredictably. Their benefactor delights in this. The Channeler wields not the classic forces many adventurers are familiar with, but new swords and shields of motivation.

The common creation myth is as follows: A powerful hero of a God of Chaos founded an order of Paladin-like warriors devoted not to good, but to chaos. His teachings and their own studies shaped a rare breed of 'anarchs,' but over time the fire in the zealots died, their vitality tempered. Many of them misinterpreted the old teachings, and what was once an order devoted solely to change slowly became an order devoted to neutralization. The extremes of an individual, of an organization, of a country or a church or even a God are to be eroded. Luckily, this God of Chaos - which one specifically has been lost, be it intentionally or not - delighted in the direction its wayward wardens turned, and began to provide them with abilities more suited to their new roles. This is often refuted: channelers who worship different deities of chaos argue over which was the instigator, whilst others who do not worship chaotic deities at all proclaim their power comes from another source altogether. It is impossible to tell, as there is no written or oral tradition telling their history, only their practices. Such is their way.

Adventures: Channelers adventure for two reasons: one, it is what they are supposed to do. Paladins must go and right wrongs, blackguards must go and commit them, and channelers must go and end things. Those things are usually social orders, but not necessarily. The other reason they adventure is an unconscious fear of stability. Their lives have been punctuated by changes for as long as they can remember, and the almost universal thing behind them is that good things can never last. It is far more favourable - not just for the channeler, remember - to move on before the 'other shoe drops', as it were.

Characteristics: Channelers are unpredictable warriors because not even they know which force they shall wield against their foes. One minute they may be wracking their opponent with the most hideous of suffering, the next inspiring their allies to new heights of productivity, the next becoming an unstoppable rampaging destroyer before driving their enemies away by inspiring the deepest of apathies. They fight with chaos but not for chaos' sake; more a force causing a cycle of death and renewal.

Alignment: Some channelers seek out tyrants and depose their regimes, whilst others wish only to see good people suffer. The only thing they have in common is a disregard of rules. They have seen so many things change, after all, that dedicating themselves to some static ideal seems as ludicrous as a cold sun. Though they heavily lean towards chaotic alignments, neutral channelers are not unheard of.

Religion: Almost any deity can be worshipped by a channeler (the gods of law being the rare exceptions), but any channeler worshipping a deity that does not include chaos in its portfolio is part of an almost insignificant minority.

Background: Some individuals are cursed to live in interesting times. They may eventually find themselves in the care of a channeler's care or tutelage by any number of contrived circumstances. Circumstances, after all, are the channeler's forte. Some very rare monastic orders of channelers exist as well, but these organizations almost always break up within a decade or two. A stable group of channelers is almost antithetical to their unspoken purpose. Occasionally, the odd person develops the knack for being a channeler completely by themselves. These rare individuals are practically destined to be significant world-movers.

Races: Any and all races seem to have channelers, but races without a strong force of personality tend to be more rare than those that are genuinely charismatic.

Other Classes: Channelers do not harbour any intrinsic grudges with any of the common classes. A fair number of knights and paladins hold grudges against their constant tides of social upheaval, but that is to be expected and they rarely openly discriminate.

Role: A channeler's powerful supernatural abilities and their strong front-line presence makes them incredibly difficult to ignore as a threat in a party. Without warning, a strategy to get past them and into the less defensible party members can be foiled in any number of ways.

Adaptation: All realms hold entropy, change, and chaos. These things affect everything and everyone. Where ever there is some strange thing (whatever that thing may be) resisting this, there will be channelers drawn to it, doomed to change and end it.

GAME RULE INFORMATION
Channelers have the following game statistics.
Abilities: A Channeler has a vested interest in being healthy and strong like all fighting-types do, but they also benefit greatly from a high charisma modifier. Their strange powers almost always rely on charisma in some fashion.
Alignment: Any non-lawful.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As fighter.

Class Skills
The Channeler's class skills are:
Balance, bluff, climb, diplomacy, disguise, escape artist, forgery, gather information, handle animal, hide, intimidate, jump, knowledge (religion), knowledge (local), listen, move silently, ride, search, sense motive, speak languages, spot, survival, swim, tumble, use magic device.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CHANNELER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+0
Aspects
2nd
+1
+3
+0
+0
Dismiss The Spirits
3rd
+2
+3
+1
+1
Sufferer
4th
+3
+4
+1
+1
2d6 Aspect Duration
5th
+3
+4
+1
+1
New Aspect Abilities
6th
+4
+5
+2
+2
Chastise The Spirits
7th
+5
+5
+2
+2
Resist The Times
8th
+6/+1
+6
+2
+2
3d6 Aspect Duration
9th
+6/+1
+6
+3
+3
Rejoice!
10th
+7/+2
+7
+3
+3
New Aspect Abilities
11th
+8/+3
+7
+3
+3
A New era
12th
+9/+4
+8
+4
+4
4d6 Aspect Duration
13th
+9/+4
+8
+4
+4
Victor
14th
+10/+5
+9
+4
+4
Aura of Calming
15th
+11/+6+1
+9
+5
+5
New Aspect Abilities
16th
+12/+7/+2
+10
+5
+5
5d6 Aspect Duration
17th
+12/+7/+2
+10
+5
+5
Defeatist
18th
+13/+8/+3
+11
+6
+6
Industrialist
19th
+14/+9/+4
+11
+6
+6
Apatheticist
20th
+15/+10/+5
+12
+6
+6
6d6 Aspect Duration, Zeitgeist, New Aspect Abilities

Weapon and Armor Proficiencies: Heavy armour, simple and martial weapons, shields (but not tower shields)


Class Features
Spoiler



ASPECTS
Spoiler
__________________
Quote:
Originally Posted by Lord Xavius View Post
OK, this is the Greatest Random Encounter Chart Ever.
Classes and stuff

Last edited by TSED : 01-18-2011 at 12:57 AM.
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