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    Dwarf in the Playground
     
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    Default [D&D 3.5 Base Class] Channeler of the Planes (WIP, P.E.A.C.H.)

    Name:
    Channeler of the Planes

    I can sense the heartbeat of Fire, feel the groaning of Earth, feel the breath of Air, and feel the flow of Water. The four Planes exist, and they are made manifest through me!

    Class Skills:
    Skill Points at 1st Level: (4 + Int modifier) 4.
    Skill Points at Each Additional Level: 4 + Int modifier
    Alignment: Any. As the elements go in any direction, so to do those who focus their power.
    Hit Dice: d6
    {table]Level|BAB|Fort Save|Ref Save|Will Save|Special
    1st|+0|+0|+0|+2|Elemental Channeling I, Bursting Power,
    2nd|+1|+0|+0|+3|
    3rd|+1|+1|+1|+3|
    4th|+2|+1|+1|+4|
    5th|+2|+1|+1|+4|Elemental Channeling II, Elemental Combinations
    6th|+3|+2|+2|+5|
    7th|+3|+2|+2|+5|
    8th|+4|+2|+2|+6|Movement of the Elements
    9th|+4|+3|+3|+6|
    10th|+5|+3|+3|+7|Elemental Channeling III,
    11th|+5|+3|+3|+7|
    12th|+6/+1|+4|+4|+8|Plane Shift
    13th|+6/+1|+4|+4|+8|
    14th|+7/+2|+4|+4|+9|
    15th|+7/+2|+5|+5|+9|Elemental Channeling IV, Elemental Absorption
    16th|+8/+3|+5|+5|+10|
    17th|+8/+3|+5|+5|+10|
    18th|+9/+4|+6|+6|+11|
    19th|+9/+4|+6|+6|+12|
    20th|+10/+5|+6|+6|+12|Quadratic Balance, Quadratic Bursting power[/table]
    Weapon and Armor Proficiency: A Channeler is proficient with only simple weapons, and light armor.

    Elemental Channeling (SU): The Channeler progresses through their life with an ever-growing understanding of the workings of the four main Elemental planes: Fire, Water, Earth, and Air. By training herself, a Channeler can focus the raw power of these four planes, making herself a destructive force to be reckoned with. The Channeler must spend 1 hour each day meditating, opening herself up to the power of the Planes. Before the rest period, they select one plane, and during the meditation, must focus upon a physical manifestation of that aspect (i.e. a cup of water, a candle, a stone, or the feel of the wind.) Upon completion of the period, the Channeler becomes attuned to the Elemental plane of choice.

    They gain usage of the Bursting Power feature, and gain resist 5 of the element that they chose (Cold for Water, Fire for Fire, Force for Earth, and Electricity for Air) per 5 levels of Channeler. This stacks with other forms of resistance.

    In addition, the Channeler gains Domain Spells as a Cleric equal to their level. These spells suffer from casting failure chance due to armor.

    At levels 5, 10, and 15, the channeler gains the ability to channel one more element. They simply add one more foci to their meditation to do so. This grants them the resistances of their chosen Element.

    Bursting Power (SU): The Channeler can unleash the power of the elements at will. At level 1, they can, as a standard action, use the Bursting Power of their current Elemental Channeling.
    Spoiler
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    Fire:
    Spoiler
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    The Channeler extends their hands and unleashes a 10 ft/2 levels cone that deals 1d4/level fire damage to each enemy in the cone.

    Water:
    Spoiler
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    The Channeler unleashes a line of Cold that extends 10 ft/2 levels and deals 1d6/2 levels cold damage to each enemy in the line.

    Earth:
    Spoiler
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    The Channeler focuses the magnitude of the Earth plane to deal 1d10/2 levels acid damage to one creature within 60 ft/10 levels.

    Air:
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    The Channeler creates a reaction in the air that causes a bolt of lightning to extend in a line 40 ft from the channeler. This line hits the first creature in its path, and deals 1d8 electric damage/3 levels. At level 10, the effect deals half damage to all creatures within 10 ft of the original target.


    Elemental Combinations (SU): By wielding two elements, the Channeler can combine their power to greater effect. When a combination is used, that specific combination is unusable for a number of rounds equal to the number of elements used.
    Spoiler
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    Air and Fire:
    Spoiler
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    The channeler makes a cone of lightning and fire for 60ft in front of her, dealing 1d6/2 channeler levels of Fire and Electric damage. At level 10, this power hits all creatures within 10ft of the original targets, excluding the original targets.

    Water and Fire:
    Spoiler
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    A ball of Flaming Ice erupts from the channeler, launching itself through the air a distance of 60ft + 40ft per 2 channeler levels. Upon impact, it deals 1d6/2 channeler levels of cold and fire damage to all creatures within 20ft.

    Air and Earth:
    Spoiler
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    The channeler focuses a bolt of pure energy, launching it at her target. Within 60 ft, the channeler targets one creature, who takes 1d8/2 channeler levels Electric and Acid damage.

    Air and Water:
    Spoiler
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    The channeler focuses a line of blue lightning that explodes upon impact. This bolt deals 2d4/4 channeler levels of Cold and Electric damage to the initial target. At level 10, it then deals half damage to all creatures, excluding the first, within 20 ft.

    Fire and Earth:
    Spoiler
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    The channeler claps her hands, flooding the area around her with fire and force. The area within 20 ft of the channeler erupts, dealing 1d6/2 channeler levels Fire and Acid damage to all creatures.

    Earth and Water:
    Spoiler
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    The channeler locks onto a single target within 60ft, and blasts them with a small, glowing blue ball. This ball deals 1d8/2 channeler levels Cold and Acid damage.

    When wielding three elements, she gains a penultimate ability which is even greater in power.
    Spoiler
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    Fire + Water + Air:
    Spoiler
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    An 80ft cone spills forth, dealing 6d6 Cold, Fire, and Electric damage to all enemies within it's reach.

    Water + Air + Earth:
    Spoiler
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    A single target within 120ft takes 6d8 Cold, Electric, and Acid damage.

    Fire + Earth + Air:
    Spoiler
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    A line of 3 bolts of energy, Red/orange, yellow/white, and smokey grey burst, hitting the first target for 6d8 Fire, Acid, and electric damage, and dealing half damage to all creatures within or upto 60ft of the original target.

    Fire + Earth + Water:
    Spoiler
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    An area up to 60ft (channeler's choice) around the channeler erupts, dealing 6d6 Fire, Acid, and Cold damage to all creatures.


    Movement of the Elements (SU): The Channeler has gained more insight into the way the Planes change the world. In accordance with the element she is currently channeling, the Elemental gains a special form of movement. No matter how many elements you are channeling, you are still limited to one form of movement, and switching takes a full round action.
    Air: As Overland Flight Spell, except duration is permanent, and it can only be cast upon the caster.
    Water: You gain a swim speed equal to double your move speed, and you can breathe under water.
    Earth: You gain a burrow speed equal to your move speed, and you cannot suffocate due to any means (Drowing, choking, enclosed space without air, etc) You can still inhale poison, which acts as normal.
    Fire: Your overland move speed doubles.

    Plane Shift (SU): As the spell, but the Channeler can cast it once per day per 5 levels, and can only access the elemental plane who's powers they are currently channeling. If they are channeling more than one, the channeler chooses which plane to access. In addition, they can use it to shift from any plane to their home-plane.

    Elemental Absorption (SU): The union of the Elements and the channeler is reaching its peak, and now the channeler no longer fears the power he wields. Whenever his is hit by an attack or spell that deals Acid, Cold, Electric, or Fire damage, there is a chance that the spell will be absorbed by the chaotic tide of energy the Channeler commands. This chance percent is equal to the current resistance of the channeler to that type of damage.
    Example:
    Spoiler
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    A 15th level channeler is currently wielding all four elements, and has a resistance to each equal to 20, and is wearing an amulet that grants him 5 force damage resist. If hit by a Acid spell, he has a
    25% chance to absorb that spell (20 natural + 5 from amulet). Any damage absorbed this way is converted into HP.


    Quadratic Balance (SU): The channeler has reached the peak of his power. All his base elemental resistances become 30, and in addition, he gains and addition use of each domain spell he can cast. She gains the sub-type Extraplanar.

    Quadratic Bursting power (SU): Once per day, the channeler can unleash a torrent of pure elemental energies that over welms even the hardiest foes. This attack is a 80ft cone that deals 15d6 Acid, Cold, Fire, and Electric damage to each creature in its reach.

    Original idea credit goes to Morph Bark
    Last edited by Lohj; 2012-07-02 at 02:15 PM.
    I am an Oxymoron. Calm, cheery, deadly, furious.


  2. - Top - End - #2
    Bugbear in the Playground
     
    dspeyer's Avatar

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    Default Re: [D&D 3.5 Base Class] Channeler of the Planes (WIP, P.E.A.C.H.)

    Do I understand correctly that a 4th level Channeler gets 2 spells/day and unlimited blasting slightly better than a warlock's? That seems kind of limited.
    Looking for a monster?

    Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)

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    Dwarf in the Playground
     
    Lohj's Avatar

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    Default Re: [D&D 3.5 Base Class] Channeler of the Planes (WIP, P.E.A.C.H.)

    Quote Originally Posted by dspeyer View Post
    Do I understand correctly that a 4th level Channeler gets 2 spells/day and unlimited blasting slightly better than a warlock's? That seems kind of limited.
    Currently, yes.
    Would adding in the spell table and allowing him to gain more spells based upon his Wisdom modifier? So that, if he had a high wisdom, he could focus more easily his power, and use more domain spells?
    I am an Oxymoron. Calm, cheery, deadly, furious.


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    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: [D&D 3.5 Base Class] Channeler of the Planes (WIP, P.E.A.C.H.)

    While Force is an awesome energy that deserves more love and a more equal standing with the other types, it is kind of unbalanced against them. Making Acid the Earth energy type would make it more balanced against the rest.

    I gotta jet now, but I'll be sure to check this more later.
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  5. - Top - End - #5
    Bugbear in the Playground
     
    dspeyer's Avatar

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    Default Re: [D&D 3.5 Base Class] Channeler of the Planes (WIP, P.E.A.C.H.)

    More spells per day would help, since then a player won't need to save them for something special. I think it really needs another set of abilities, though. I just see players going "yawn, I zap him again".
    Looking for a monster?

    Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)

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  6. - Top - End - #6
    Dwarf in the Playground
     
    Lohj's Avatar

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    Default Re: [D&D 3.5 Base Class] Channeler of the Planes (WIP, P.E.A.C.H.)

    Added in Elemental Combinations, with cooldowns, now.
    Thoughts?
    I am an Oxymoron. Calm, cheery, deadly, furious.


  7. - Top - End - #7
    Dwarf in the Playground
     
    Lohj's Avatar

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    Default Re: [D&D 3.5 Base Class] Channeler of the Planes (WIP, P.E.A.C.H.)

    Alrighty! Since no one has any objections, I label this class close to being done.

    Just need to add a few flavor texts.
    I am an Oxymoron. Calm, cheery, deadly, furious.


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