Preface
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A weirding channeler is an individual who trains his mind to work like a super computer, gaining sizable benefits from his greatly increased perception and cognition, and also developing psychic powers of his own by means of projecting his own essence in various ways.
Weirding channelers are extremely rare, as their understanding of sentience and the complexity of civilization forever renders them unhappy souls.
Basically, this homebrew base class is meant to be a sort of cocktail between Frank Herbert’s Muad'Dib – evolving into Leto II and beyond, combining David Lynch’s ideas (especially the blasting voice).
OTOH, I don't want it to be settings-specific, so desert worms, water of life, the spice and such are not mentioned.
In terms of tier & power, I’m aiming toward a high-powered tier 3, bordering tier 2 (but not quite).
Alignment: Any Lawful.
Hit Die: d6
Table: Weirding Channeler
|
Saves |
Special |
Level |
BAB |
F |
R |
W |
Class Abilities |
Int Increase |
Placebos |
Deflective Shield |
The Voice |
1st |
+0 |
+0 |
+2 |
+2 |
The Weirding Ways, Backlash, Analytical Effort, Prana-Bindu, Scorn Wealth |
|
|
|
Command (1) |
2nd |
+1 |
+0 |
+3 |
+3 |
Immediate Familiarization, Superior Unarmed Strike |
+1 |
1st |
|
|
3rd |
+2 |
+1 |
+3 |
+3 |
Recall Memories |
|
|
+1 |
Touch Of Idiocy (2) |
4th |
+3 |
+1 |
+4 |
+4 |
Sudden Relocation |
|
2nd |
|
|
5th |
+3 |
+1 |
+4 |
+4 |
Mindspeak |
+2 |
|
|
Suggestion (3) |
6th |
+4 |
+2 |
+5 |
+5 |
Immaculate Awareness |
|
3rd |
+2 |
|
7th |
+5 |
+2 |
+5 |
+5 |
Kwisatz Haderach, Extreme Focus, Spontaneous Visions, The Chosen One |
|
|
|
Shout* (4) |
8th |
+6 |
+2 |
+6 |
+6 |
Perceptive Grace |
+3 |
4th |
|
|
9th |
+6 |
+3 |
+6 |
+6 |
Innate Deflection |
|
|
+3 |
Dominate Person (5) |
10th |
+7 |
+3 |
+7 |
+7 |
Abundant Influence |
|
5th |
|
|
11th |
+8 |
+3 |
+7 |
+7 |
Sensory Stowaway |
+4 |
|
|
Mass Suggestion (6) |
12th |
+9 |
+4 |
+8 |
+8 |
Projected Blow |
|
6th |
+4 |
|
13th |
+9 |
+4 |
+8 |
+8 |
Mental Copy |
|
|
|
Greater Shout* (7) |
14th |
+10 |
+4 |
+9 |
+9 |
Spectral Echo |
+5 |
7th |
|
|
15th |
+11 |
+5 |
+9 |
+9 |
Tap Onto The Masses |
|
|
+5 |
Dominate Animals** (8) |
16th |
+12 |
+5 |
+10 |
+10 |
Mind Fused With Matter |
|
8th |
|
|
17th |
+12 |
+5 |
+10 |
+10 |
Flurry of Relocations |
+6 |
|
|
Dominate Monster (9) |
18th |
+13 |
+6 |
+11 |
+11 |
Extreme Rationality |
|
9th |
+6 |
|
19th |
+14 |
+6 |
+11 |
+11 |
Foresight |
|
|
|
Power Word Kill (10) |
20st |
+15 |
+6 |
+12 |
+12 |
Computing Aura |
+7 |
10th |
|
|
Class Features
Class Skills: All. Weirding channelers have an innate talent to learn just about any skill as easily as anyone else.
Skill Points per level: 4 + Int-mod.
Weapon and armor proficiency: Weirding channelers are proficient with all simple weapons and all martial weapons that are light or finessible, as well as Unarmed strike. They’re also proficient with light armor.
The Weirding Ways (Ex)
Weirding channelers forever handle themselves to improve the power of their minds.
A weirding channeler starts with a Weirding pool of 3 plus his Int-mod. Every time a weirding channeler levels, his Weirding pool capacity increases by +2.
A weirding channeler’s Weirding pool Regains 1 point / hour of not straining one’s self (fighting, running, laboring, using Weirding etc), and is fully recovered by a full night's rest.
Backlash
The weirding channeler is still a mortal being with limits, and cannot strain his mind infinitely.
Every time a weirding channeler uses a class feature that requires Weirding points, but has already used up his daily Weirding pool, his Weirding pool escalates to ever negative values and he must make a Fort save vs. DC
[10 + ½ expended Weirding points] AND a Will Save against DC
[15 + twice the Weirding cost of the class feature].
If he fails the Fort Save, he takes 1d10 untyped damage. If he fails the Will Save, he takes 1 Wis damage and is stunned for 1 round. If he fails both, he takes [10 * the Weirding cost of the class feature] untyped damage, and 1d4 Wis damage, and is stunned for 1 round.
Note: just because a weirding channeler's ability backlashes, doesn't mean it fails. Weirding channelers’ abilities don’t fail.
Analytical Effort (Ex)
Weirding channelers have keen and analytical minds. They know how to use any minute piece of information to their advantage.
By spending 1 Weirding point as a swift action, a weirding channeler can add his Int-mod to any single d20-based effort that take 1 round or less to execute.
Prana-Bindu
An intrinsic part of the Weirding Ways training is an impressive array of combat tactics and options, stemming from rigorous training to notice the finest of details and obtain immaculately accurate control over each muscle in one’s anatomy.
All weirding channelers start with the following feats as bonus feats even without meeting their prerequisites: Combat Reflexes, Improved Disarm, Improved Grapple and Improved Unarmed Strike.
Scorn Wealth
Weirding channelers rely more than anything else on their force of personality and persuasiveness, resorting to violence only when no other option is available.
They also don't feel comfortable poking eyes with too much wealth, preferring to set example that one can achieve their goals without relying too much on property or equipment.
At any given time, a weirding channeler will not own more than 1/3 the WBL listed in the PHB (or as agreed upon by the group).
From the little wealth a weirding channeler does have, no more than 50% will pose magical items, and jewelry will consist exclusively of magical items (as hidden away from sight as possible) and non-tradable family heirlooms / status symbols (such as duke Leto’s ring).
Failing to abide by this restriction denies access to all Weirding powers for 24 hours.
Note: Nonmagical combat & adventuring gear (including alchemical items and materials) doesn’t count vs. this restriction.
The Voice (Sp)
Weirding channelers know how to alter and manipulate their voice to influence others in various ways.
Except for the effects detailed below, all “The Voice” powers emulate the official spells of the same name.
In addition, the character gains a +1 competence bonus on all Bluff, Diplomacy, and Gather Information checks, and a +2 competence bonus on Perform (storytelling).
Weirding channelers are immune to any effect of “The Voice”, provided they possess the ability to produce the said effects. This, however, does not make them immune to such effects generated by other means (spells or other class abilities).
Each of “The Voice” powers is accompanied with a number in parenthesis, which stands for the Weirding cost of the given power.
Most powers work just as the spells of the same name. 3 of them are different:
* Shout & Greater Shout, applied with this power, may be given a special twist – by investing an extra Weirding point, they can be made to assault the very core of sentient beings and animated objects from the inside, thus skipping inanimate targets completely. By investing one more extra Weirding point, a weirding channeler can affect only specific targets – up to 1 target per Int-bonus – or exclude up to this number from the lot.
Special: Weirding channelers are immune to “The Voice”-generated Shout & Greater Shout only when they’re modified to exclude inanimate objects, given weirding channelers have no special resistance to sonic effects.
** Dominate Animals power is somewhat similar to the
Dominate Animal spell, but its scope is by far greater. It affects any living creature type that has an average Int-score 2 or lower (restriction: awakened creatures do not count as their pre-awakening creature type) and influences all creatures with long range that the weirding channeler can perceive and wishes to influence, up to his Int-mod. Furthermore, the duration of this power is measured in hours, divided by the number of influenced creatures, and the DC to resist this power is [10 + Weirding Channeler class level + Cha-mod].
Writer’s Comment: This is the first of the two most iconic powers of The Weirding Ways.
Immediate Familiarization (Ex)
A 2nd level weirding channeler may train with any melee, thrown or missile weapon (simple, martial or exotic) for 1 hour to become proficient with it.
By spending 1 Weirding point, he may shorten the duration to a full round action.
This temporary training is lost if and when re-applied to a different weapon or when the weirding channeler falls asleep.
Superior Unarmed Strike
At 2nd level, a weirding channeler gains Superior Unarmed Strike as bonus feat.
Int Increase
A weirding channeler’s intense mental training and practice continuously increase his Int-score, starting at 2nd level as shown in the table above.
Placebo (Ex)
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At every even level, a weirding channeler may learn a Placebo.
Placebos, as far as the weirding channeler goes, are the means of mentally influencing his metabolism to lessen or even negate conditions through sheer force of will.
All Placebos are personal, require no action, apply to self only and cost 1 Weirding point (unless noted otherwise). Some are will-derived and some (stated explicitly) activate on their own.
Deny Dehydration
Requirement: Endurance
You’re treated as if you have fulfilled your need for drink for the day.
Each additional day costs 1 Weirding point more than the previous.
Deny Disease
Requirement: 4th level
You may recover from a disease.
Additionally, once per day, at no Weirding cost, you may choose to ignore the effects of a disease when it forces you to roll a Fort save, as if you instantly won it.
Deny Fatigue
You may lessen Exhausted condition and become Fatigued instead.
You may negate Fatigued condition.
Both may be applied simultaneously, if needed.
Deny Fear
Each Weirding point you invest lessens the severity of Fear you experience by 1 step.
Deny Indigestion
You may lessen Nauseated condition and become Sickened instead.
You may negate Sickened condition.
Both may be applied simultaneously, if needed.
Deny Pain
You may negate non-lethal damage and ignore pain-derived conditions (such as speed-reduction) for 1 round per Int-mod.
Deny Poison
Requirement: 6th level
1 Weirding point allows you to negate a poison’s secondary effect.
2 Weirding points allow you to negate a poison immediately upon failing its initial saving throw.
Deny Sustenance
Requirement: Endurance
You’re treated as if you have fulfilled your need for food for the day.
Beyond the first 3 days, each additional day costs 1 Weirding point more than the previous.
Deny Temperature
You passively shrug off the influence of temperature. Suppressing this ability is a full round action, and reactivating it is a free action. While this ability is active, the weather seems like it is 25 degrees closer to normal (70 degrees is normal, if the difference between outside temperature and 70 is lower than 25, then treat the temperature as simply being 70).
Each 25 degrees shift beyond the first costs 1 more Weirding point.
Normalizing Will
You may gain SR [10 + Class Level + Int-mod] for 10min per Int-mod.
Recuperate
You may lessen Paralyzed condition and become Stunned instead.
You may lessen Stunned condition and become Dazed instead.
You may negate Dazed condition.
All of the above may be applied simultaneously, if needed.
Refocus
Requirement: Recuperate
You automatically recover from Dazzled or Fascinated condition.
Stabilize
You may lessen Blown-Away condition and become Knocked-Down instead.
You may lessen Knocked-Down condition and become Checked.
You may negate Checked condition.
All of the above may be applied simultaneously, if needed.
Will to Survive
Requirements: Diehard
Whenever you drop below 0 HP (cross the threshold between positive and negative HP), if you’re not rendered Dying, you may spend 1 Weirding point to instantly get back to 1 HP and avoid the Stable/Disabled condition. If you are rendered dying, you may stabilize at -1, or spend 2 Weirding points to get back to 1 HP as noted above.
Writer’s Comment: This category of abilities greatly aids weirding channelers to endure physical hardships and serves as the weirding ways’ Mind-Over-Body ability.
Recall Memories (Ex)
By spending 1 Weirding point, a 3rd level weirding channeler can clearly and explicitly narrate or write about anything that happened around him for 24 hours. So, for instance, if he read a book in a day, he can copy every single page of it the next day, from memory, and if he saw someone, he can make an incredibly realistic portrait of that person.
Furthermore, for the next 24 hours, the weirding channeler gains ½ his class level as a bonus to all trained Knowledge checks.
Deflective Shield (Ex)
Starting at 3rd level, a weirding channeler learns how to build and utilize a special belt-like device that weighs about 3lb and allows him to focus his mental power into a deflective force-armor.
The indicated value applies as deflection AC, and as double effect isolation from temperature and electricity (resistance to cold, electricity and fire).
The shield needs recharging, though. To have it usable for 24 hours, you must either zap it with an electric spell of at least Level 3, or the weirding channeler must channel his mental power into it, investing 2 Weirding points as a standard action.
Special: The device has to be altered by the weirding channeler every time this ability grows, but when used by others, it generates the deflective field only when charged with electrical spells.
Sudden Relocation (Su)
Once per round, as a free action that doesn’t provoke AoOs, by spending 1 Weirding point, a 4th level weirding channeler may teleport up to 15’ in any direction, including upwards and downwards.
This action can even be taken between hits in a full attack, allowing the weirding channeler to flank with himself.
It is always accurate, line of sight with the destination is not required, and effects that ban dimensional travel (e.g. Dimensional Lock) have no effect on this ability. Line of effect, however, is required (you cannot use this ability to pass through solid matter).
Also, the weirding channeler retains momentum as if he moved that distance, so if by relocating he comes next to an opponent, that opponent takes damage equal to double the AC bonus of his Deflective Shield (if the shield is active, and the opponent’s relative position to the Weirding channeler did not change – meaning you don’t gain this benefit if you use Sudden Relocation to flank with yourself).
Writer’s Comment: This is the second of the two most iconic powers of The Weirding Ways.
Mindspeak (Su)
When using one of his “The Voice” powers, a 5th level weirding channeler may influence the minds of creatures that merely hear his voice. They do not need to understand his spoken language, but rather feel his exact wishes and intentions.
Furthermore, by increasing the Weirding investment by +1, any of his “The Voice” powers breaches through any and all magical silence effects and dispels them.
Immaculate Awareness (Ex)
6th level weirding channelers have unparalleled awareness and pay attention to details like no one else can.
They gain the benefits of Uncanny Dodge, and as long as their Weirding pool is positive, they also benefit from Improved Uncanny Dodge.
Furthermore, weirding channelers become more dangerous foes as encounters are prolonged. By studying a chosen opponent, each combat round, at the beginning of his combat turn (starting at his second combat turn) a weirding channeler gains a cumulative +1 to his dodge AC, attack rolls and all combat maneuvers vs. the chosen opponent, capped by the weirding channeler's Int-bonus. A weirding channeler may switch between opponents, preserving whatever bonuses gained so far vs. previous opponent(s) and accumulating bonuses vs. newly chosen opponents (or continuing previous accumulations). The total amount of opponent's against which a weirding channeler can maintain such bonuses at any given time equals his Int-bonus. Such earned bonuses linger until a studied opponent has gained BAB increase (a level or two into the future) or until the weirding channeler has reached his quota and starts accumulating bonuses vs. a new target (which forces the weirding channeler to give up one of his previously chosen targets).
Kwisatz Haderach ("prophetic leap") (Sp)
Starting at 7th level, a weirding channeler may use any Divination spell as if he were a spellcaster of his weirding channeler level and with the appropriate ability modifier equal to his Int-bonus. He manifests these powers as (Sp) abilities.
The Weirding cost, however, is independent of the level of the powers: it is simply equal to the number of divination powers the weirding channeler used during the day before that one (so the first power requires no Weirding, the second requires 1, the third 2, etc).
A weirding channeler will normally manifest any divination spell effect only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
Divination effects replicated by this feature have no material components or foci, even if they usually do when associated with other classes.
Extreme Focus
The path of a true weirding channeler - a Kwisatz Haderach - dictates unswerving devotion.
A weirding channeler that has attained 7th level cannot take levels in another class, forever bound in his destiny, until he’s completed the journey to level 20. This realization is obtained upon gaining 6th weirding channeler level. This restriction may be ignored only if you receive a spontaneous vision showing you that you have taken levels in another class.
Also, the weirding channeler’s alignment cannot be influenced by mortal means. If it is ever changed by direct divine intervention, it resets after 1 day per shift has passed (on either axis), to a maximum of 3 days. Until then, the weirding channeler does not gain XP.
Spontaneous Visions
Every once in a while, starting at 7th level, a weirding channeler experiences glimpses of the future.
He has no control of when these visions occur, but when they do occur, they show either true events to come, or metaphoric images of the future.
The higher the weirding channeler’s level, the more frequent, potent and accurate the visions become.
Note: As a rule of thumb, these visions are not meant as a tool for the weirding channeler use or benefit, but rather to reveal his destiny and limit his choices in future events to come. Regardless of their alignment, weirding channelers can perform great acts of mercy or heinous atrocities – all in the name of what they deem necessary to advance the cause they believe in. A weirding channeler should have a radically powerful incentive not to follow any direction his visions dictate (even self-preservation, or the wellbeing of his friends and family should be carefully assessed vs. the majority of his visions, should they contradict a specific vision).
The Chosen One
You have become a chosen of destiny.
When it comes to spells / effects / powers / items / locations that weigh your qualities for "worthiness" (such as race / class / level / alignment / ability scores / HP / gender...), you always pass the test to receive the "treatment" that's most beneficial to you. This still does not let you activate items or react to effects in a manner that requires abilities / traits beyond your grasp (such as spellcasting, Turn Undead etc). If you're a male half-orc, for instance, a pregnancy spell will not cause you to conceive a child, but a unicorn would probably allow you to ride it if a reasonable need arises (you following the dictate of a spontaneous vision for instance).
Perceptive Grace (Ex)
An 8th level weirding channeler’s trained intellect and observation of the tiniest details and insights greatly aids his survivability and influence over others.
He gains his Int-bonusd to initiative, all saving throws and all perception-associated skill checks (Appraise, Decipher Script, Listen, Search, Sense Motive and Spot).
Innate Deflection (Su)
At 9th level, a weirding channeler transcends his dependence upon the device that generates his deflective shield.
From this point and on, as long as the weirding channeler has positive Weirding points left, his consciousness generates his Deflective Shield.
Abundant Influence (Sp)
The weirding channeler learns how to create tangible objects and materials with his very thoughts.
Starting at 9th level and each level thereafter, a weirding channeler may learn a spell with the Force descriptor or a spell that’s categorized ‘Conjuration (creation).
At 10th level, a weirding channeler may choose a 1st level effects. With each level thereafter, the SL available to him with this ability increases by +1, reaching 9th SL at level 19.
A weirding channeler generates these effects as if he were a caster of his weirding channeler class level. He manifests these powers as (Sp) abilities.
The Weirding cost isn’t depended on the level of the spells: it is simply equal to the number of spell effects the weirding channeler used during the day +1 (so the first spell effect requires 1 Weirding, the second requires 2, etc).
A weirding channeler will normally manifest any power he knows only once per day. Manifesting the same power between full night’s rests doubles the Weirding cost per extra usage (double, then triple, then quadruple etc).
Effects replicated by this feature have no material components or foci, even if they usually do when associated with other classes.
Sensory Stowaway (Su)
Every sentient entity emits minute traces of its thoughts and senses. Weirding channelers eventually learn to tap onto those traces, given they’re within line of effect.
By spending 1 Weirding point as a standard action, an 11th level weirding channeler can sense all sentient creatures at close range and tell their species (and type, of course), gender, age and if they're of overall higher/lower/equal power to himself. This power lasts for 1 round per the weirding channeler’s Int-bonus (min 1).
As long as the weirding channeler can sense creatures around himself, he may target any one of them and “hitch a ride” onto one of its senses. This secondary option lasts a round per Weirding Channeler class level. The weirding channeler can tap onto more of its target’s senses, by spending a standard action. Using any of the target’s senses nullifies the weirding channeler’s corresponding senses.
Writer’s Comment: Maud-Dib used his son’s eyes to neutralize the pace-dancer assassin.
Projected Blow (Su)
A 12th level weirding channeler learns to produce meager mental constructs to extend his attacks. By spending 1 Weirding point, when making a full attack, he can use his melee weapons at double range. If he does so, his weapons are treated as Force weapons.
Mental Copy (Su)
A 13th level weirding channeler may generate a replica of himself made of force. Creating and dismissing a mental copy is a standard action. Maintaining a mental copy requires 1 Weirding point per 10 minutes.
You may only have one Mental Copy.
The Mental Copy is exactly like you in every aspect, except as explained below:
- A Mental Copy does not incur penalties to Str and Dex due to aging. Regardless of your age, they do not apply to them.
- A Mental Copy is immune to damage from Force effects, and its melee attacks are treated as Force based.
- Magical Items duplicated when creating a Mental Copy lose their magical effects (masterworks remain masterworks). If any belonging of a Mental Copy would stop being in contact with it, it vanishes 1 second later (this means that Mental Copies can only use Longbows and other similar weapons at point blank).
- A Mental Copy does not have HD or a Constitution Score. Instead of those, whenever the mental copy receives lethal damage, it vanishes. If a Mental Copy is slain, the weirding channeler loses 1 Weirding.
- A Mental Copy still has all (Ex), (Su) and (Sp) abilities of the weirding channeler. It can use abilities that spend Weirding. In this case, both the weirding channeler AND the Mental Copy pay the Weirding cost.
- A Mental Copy does not have all senses. It has only normal vision and hearing. However, if within line of sight of the weirding channeler, it perceives all that the weirding channeler perceives. The weirding channeler and his Mental Copy communicate telepathically. It is not as immersive for both of them however. The weirding channeler may only ask and receive questions and issue commands as in normal speaking, and see through the Mental Copy's eyes.
Writer’s Comment: This is the weirding channeler’s ability to “be there without actually being there”.
Spectral Echo (Su)
By spending 1 Weirding point, a 14th level weirding channeler can generate a full, yet ephemeral, shadowy version of himself on a whim.
Whenever he makes an attack, he may choose to, as a swift action, land another attack, with the same attack modifiers, on any opponent adjacent to either himself or his first target. This second attack is either ghostly (ignores armor bonus to AC) or force-based.
Any effect that may be incurred due to the second attack (burning yourself by attacking a fire elemental, or sundering your weapon on a hard target) does not apply.
You may use Spectral Echo as a non-action, while performing an attack, but at a cost of 3 Weirding points.
Tap Onto The Masses (Su)
This 15th level power greatly enhances its “younger sibling”: Sensory Stowaway.
First, the weirding channeler now continuously senses all creatures around him.
Second, by spending 2 Weirding points, the weirding channeler may tap onto all senses of all creatures around himself and without it coming at the expense of his own senses.
Writer’s Comment: Just before his assassination, Maud-Dib effortlessly knew exactly who was around him and where.
Mind Fused With Matter (Su)
A level 16 weirding channeler learns to force reality to act on behalf of his perception.
Once per turn, as a free action paying 1 Weirding per mile rounded up, a weirding channeler may transport his body wherever his Mental Copy is, the Mental Copy is destroyed. For this ability to work, only the Mental Copy must not be in an antimagic field. The state of the weirding channeler is irrelevant, as long as he is conscious.
Flurry of Relocations (Su)
As a full round action, a 17th level weirding channeler can spend his swift action and 2 Weiring points to make a full attack with teleports before each attack – all at his highest BAB, and all gaining his extra Deflection associated damage bonus.
Until the beginning of his next turn, the weirding channeler cannot be targeted by AoOs, or any immediate or readied actions.
Writer’s Comment: This is Leto’s power when he returned from the desert to announce The Golden Path.
Extreme Rationality (Ex)
An 18th level weirding channeler has improved his logic and Weirding to such levels that he is completely beyond the understanding of other sentient beings. Whenever it is more beneficial to him, he may treat himself as Mindless.
Foresight (Ex)
At 19th level, a weirding channeler now constantly benefits from Foresight spell effect.
Computing Aura (Su)
At level 20, knowledge starts passively seeping out of the weirding channeler. Everyone in a 60' spread centered on him gains Weirding points equal to a third of the weirding channeler's rounded down, gains a Competence bonus equal to his Int-mod to all their trained skills and lose 1 Weirding point every time they make a skill check (they don't get to choose not to use it), and suffer Backlash when Backlash is to be applied.
Dismissing and recalling this effect is a full round action.
The weirding channeler may choose specific targets to not be affected by this aura, with a Weirding cost of 1 per affected target per hour.
Weirding Channeler Feats
Spoiler
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Extra Placebo
Requirements: Placebo class feature
Benefits: you learn an additional placebo.
This feat may be taken multiple times.
Extended Relocation
Requirements: Weirding Channeler level 7
Benefits: The distance you may cover using your Sudden Relocation increases to 30'.
Improved Deflection
Requirements: Innate Deflection
Benefits: the deflection AC granted by your Innate Deflection increases by +1.
This feat may be taken multiple times.
Insightful Finesse
Requirements: Immaculate Awareness
Benefits: Whenever the weirding channeler wields a finessible weapon with which he's proficient, he may substitute his Dex-bonus to attack rolls with his Int-bonus.