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Thread: Channeler (Base class, sor/wiz variant)

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    Default Channeler (Base class, sor/wiz variant)

    Channeler

    I do not wield magic. I am magic!

    Some are born with a talent to learn magic, a keen mind able to unravel the secrets of the universe from a series of written runes, and vague instructions. Others have the blood of angels, fiends, dragons, and other beings, developing a natural talent for magic in a few fixed paths. channelers are similar to the latter, but where a sorcerer’s magic is set in a few fixed paths, a channeler’s magic is raw and unrefined.

    Adventures: A channeler’s reasons for adventuring can be very similar to those of a sorcerer’s. They share the same unrefined magical talent, which can be refined by pushing it to its limits, and which provokes suspicion from those around them.

    Characteristics: A channeler casts spells through pure talent, pure energy. Their magical energies are perhaps even more than those of a sorcerer, but their techniques less efficient the magical force often squandered. While the nature of their power is more similar to a sorcerer’s than a wizard’s the effects are closer to those of a wizard. They are capable of performing almost anything, pulling whatever spell they need at the moment, but their haphazard means of casting uses far more energy far more quickly than a wizard or sorcerer’s meaning that they will run out of power before a wizard does. Furthermore they are fundamentally incapable of specialization meaning that they cannot recoup this difference like a wizard can towards a sorcerer.

    Alignment: Channelers have no innate pull towards any alignment, no more than magic itself does. Their tendency towards free form magic could be assumed to push them towards Chaos, but a channeler’s powers are innate and develops regardless of personality, thus they show no definite inclination even there. channelers can be prone to megalomania due to their inherent power, which may create a slight inclination towards Chaos and or evil.

    Religion: Channelers tend towards worship of gods of magic, some even seeing themselves as the chosen of such gods. channelers’ magic is naturally developing meaning that they have no induction into religion as part of their training and as such can be found following a range of religions. channelers do have a tendency away from religion due to their own confidence in their own powers.

    Background: A channeler is a fluke, a being born with a natural wellspring of magical power. A channeler’s magic does not come from the blood of dragons or outsiders, but from a direct connection and conduit into the force of magic itself. What combination of circumstances result in a channeler is not truly understood, they simply occur. A channeler’s power usually develops in puberty, shaping the rest of their lives, although on occasion it develops earlier or later.

    Races: Channelers develop most among races with a greater connection to magic itself. Of the common races they are most common among elves, although they also develop within gnomes and humans with frequency. Dwarves are the least likely to count channelers amongst their numbers, their magical potential being typically the lowest.

    Other Classes: A channeler is a font of magical power. Their relationships with other classes are often determined by their natural potential, either due to their magical power or their self-taught nature. Their tendency towards arrogance can push them into competitive relationships, especially with wizards and sorcerers. They can also show a tendency towards disrespecting mundane skills and talent and the arrogance sometimes found in mages towards martial classes.

    Role: A channeler fills the same roles as a wizard, their versatile magic allowing them to always have the proper spell on hand.

    Notes and Concerns: One I feel the class needs a better name, don’t you agree? Magus was used by Paizo for PF, I believe. Wizard, Mage, and Sorcerer all get used a lot. Theurge has a meaning in D&D, and also a connotation of drawing magic from another being or a higher power. Child of Mana is too long and complicated. Mystic has divine/psionic connotations more than arcane. Sourcerer was considered as a Terry Pratchett reference but is 1) too close to sorcerer, 2) too much of a reference, 3) doesn’t quite fit as they are not a wellspring of new magic into the world. Name suggested by r2d2go and accepted.

    Other than that, it’s probably too strong. I gave it bonus feats and class features, primarily past Lv 6, to make it have some reason not Prestige Class out. I cut their spells per day back from a wizard’s due to the greater versatility, and removed specialization, but they still theoretically have more spells at their fingertips than even PF’s arcanist, which is in itself worrisome. So is this a successful experiment? Did I hit a happy medium? Should I have given them d6 hit points and/or 4 + Int skill points since they aren’t an Int based spellcaster?


    GAME RULE INFORMATION
    channeler's have the following game statistics.
    Abilities: A channeler’s magic is based off of a combination of Charisma and Intelligence making these the two most important ability scores for them. Constitution and Dexterity follow due to their role in survivability.
    Alignment: Any.
    Hit Die: d4
    Starting Age: As barbarian.
    Starting Gold: As sorcerer.

    Class Skills
    The channeler's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    CHANNELER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st
    +0
    +0
    +0
    +2
    Summon Familiar
    3
    1
    -
    -
    -
    -
    -
    -
    -
    -
    2nd
    +1
    +0
    +0
    +3
    -
    3
    2
    -
    -
    -
    -
    -
    -
    -
    -
    3rd
    +1
    +1
    +1
    +3
    Advanced Learning
    3
    3
    -
    -
    -
    -
    -
    -
    -
    -
    4th
    +2
    +1
    +1
    +4
    Spontaneous Metamagic
    4
    3
    1
    -
    -
    -
    -
    -
    -
    -
    5th
    +2
    +1
    +1
    +4
    Advanced Learning, Reserve Feat
    4
    4
    3
    2
    -
    -
    -
    -
    -
    -
    6th
    +3
    +2
    +2
    +5
    -
    4
    3
    2
    1
    -
    -
    -
    -
    -
    -
    7th
    +3
    +2
    +2
    +5
    Advanced Learning, Spontaneous Metamagic 2/day
    4
    3
    3
    2
    -
    -
    -
    -
    -
    -
    8th
    +4
    +2
    +2
    +6
    -
    4
    3
    3
    2
    1
    -
    -
    -
    -
    -
    9th
    +4
    +3
    +3
    +6
    Advanced Learning, Improved Familiar
    4
    3
    3
    3
    2
    -
    -
    -
    -
    -
    10th
    +5
    +3
    +3
    +7
    Reserve Feat, Spontaneous Metamagic 3/day
    4
    3
    3
    3
    2
    1
    -
    -
    -
    -
    11th
    +5
    +3
    +3
    +7
    Advanced Learning, Reservist Mage
    4
    3
    3
    3
    3
    2
    -
    -
    -
    -
    12th
    +6
    +4
    +4
    +8
    -
    4
    3
    3
    3
    3
    2
    1
    -
    -
    -
    13th
    +6
    +4
    +4
    +8
    Advanced Learning, Spontaneous Metamagic 4/day
    4
    3
    3
    3
    3
    3
    2
    -
    -
    -
    14th
    +7
    +4
    +4
    +9
    -
    4
    3
    3
    3
    3
    3
    2
    1
    -
    -
    15th
    +7
    +5
    +5
    +9
    Advanced Learning, Reserve Feat
    4
    3
    3
    3
    3
    3
    3
    2
    -
    -
    16th
    +8
    +5
    +5
    +10
    Spontaneous Metamagic 5/day
    4
    3
    3
    3
    3
    3
    3
    2
    1
    -
    17th
    +8
    +5
    +5
    +10
    Advanced Learning, Hardened Familiar
    4
    3
    3
    3
    3
    3
    3
    3
    2
    -
    18th
    +9
    +6
    +6
    +11
    -
    4
    3
    3
    3
    3
    3
    3
    3
    2
    1
    19th
    +9
    +6
    +6
    +11
    Advanced Learning, Spontaneous Metamagic 6/day
    4
    3
    3
    3
    3
    3
    3
    3
    3
    2
    20th
    +10
    +6
    +6
    +12
    Shape Magic
    4
    3
    3
    3
    3
    3
    3
    3
    3
    3

    Weapon and Armor Proficiencies: A channeler is proficient in daggers, clubs, quarterstaffs, darts, light and heavy crossbows, and no armor or shields.

    Spellcasting: A channeler casts arcane spells, which are drawn from the Player’s Handbook Sorcerer/Wizard spell list. Like a sorcerer, they can cast any spell they knows without preparing it ahead of time. When a channeler gains access to a new level of spells, they automatically know all the spells for that level given in the Player’s Handbook Sor/Wiz spell list. channelers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
    To cast a spell, a channeler must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a channeler’s spell is 10 + the spell’s level + her Charisma modifier. Like other spellcasters, a channeler can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given in the table above. In addition, they receive bonus spells for a high Intelligence score (see Table 1–1 on page 8 of the Player’s Handbook) as it allows them to more efficiently shape and channel their magic.

    Summon Familiar: A channeler can obtain a familiar just like a sorcerer can.

    Advanced Learning: At 3rd level and every odd level thereafter a channeler learns one spell from any level they can cast from the spell list of any base class with 9th level spells. If the spell appears at different levels on different spell lists then you may choose which level to learn it at.

    Spontaneous Metamagic: A channeler is a being of natural magic based upon intuition and talent not training. Beginning at 4th level a channeler may, once per day, apply a metamagic effect to a spell as they cast it without increasing the casting time of the spell. The channeler does not need to possess the relevant metamagic feat; they must still comply with all other rules for metamagic (including the increase to spell level, and what spells it can be applied to, and so forth). Beginning at 7th level a channeler may use this ability an additional time each day, plus an additional time for every 3rd level beyond 7th.

    Reserve Feat: A channeler has a great outflowing of magical energy. While their spellcasting is less efficient than a wizard or sorcerer’s, they have a greater amount of raw energy. This energy manifests in the form of certain magical tricks that they can easily perform with only a small output of magical energy. At 5th level and every 5th level thereafter, a channeler gains a single [Reserve] feat (see Complete Mage) as a bonus feat.

    Improved Familiar: At 9th level a channeler gains Improved Familiar as a bonus feat. In addition they no longer lose XP when their familiar dies and may call a new familiar after 1 week. Note: This might just be my standard house rule with familiars… ok my standard is you can call them on the New or Full Moon no matter how recently a familiar has died.

    Reservist Mage: A channeler’s magical energies are such that they draw more power from Reserve feats than other mages. Beginning at 11th level, a channeler may treat all their spells as one level higher for the purposes of Reserve feats.

    Hardened Familiar: A channeler’s familiar is toughened by the channeler’s arcane reservoirs. Beginning at 17th level a channeler’s familiar has 75% of their hit points instead of 50%, and its BAB increases by +1 per 4 channeler levels you possess.

    Shape Magic: A channeler is a being of great magical intensity. Beginning at 20th level a channeler may use Wish as a spell-like ability 1/day. A channeler who uses this ability to create an item must pay 1 XP per 5 GP of its market price (rounded up).
    Last edited by Zaydos; 2016-01-27 at 01:34 PM.
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