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New Pathfinder class: The Channeler
The goal of this class is to create a divine-powered character that is:
1. Not skilled in martial combat. While Clerics and Oracles can be built as primary spellcasters, their proficiencies, HD, and spell list implies that wading into melee should be an important part of their toolset. This class is designed to act more like a divine wizard, casting spells and channeling and relying on allies to stay protected.
2. Uses the channeling rules more. Channeling is really cool, but tends to be pretty weak, especially in the late game. This class buffs channeling a lot, so much as to be the primary class feature.
3. Feels very different depending on which domains they (and their deity) have. Most clerics feel very similar mechanically, even if they have dramatically different deities/domains. This class gets its spells known from domains only, and gets access to very different channeling powers depending on those domains.
The Channeler
BAB: Poor
Saves: Good Will, poor reflex, will
Proficiencies: Simple Weapons, Light Armor.
Class Skills: Appraise, Bluff, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion), Linguistics, Profession, Sense Motive, Spellcraft.
Skill ranks per level: 4 + int modifier
Channel Energy: Regardless of alignment, any channeler can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A channeler (regardless of alignment) must choose at first level whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the channeler. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the channeler's level + the channeler's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost.
A channeler may channel energy a number of times per day equal to 3 + her Charisma modifier. Every level after first, she may channel energy an addition 2 times. This is a standard action that does not provoke an attack of opportunity. A channeler can always choose whether or not to include herself in this effect.
A channeler must be able to present her holy symbol to use this ability.
Domain: At first level, a channeler picks three cleric domains. If she worships a deity, these must be domains or subdomains that the deity provides, and in any case cannot be an alignment domain that does not match her own alignment (e.g. a NG channeler cannot pick the law, chaos, or evil domains). She gains the special abilities of all of the abilities. These domains also determine her spells known (see spells, below)
Spells: A channeler gains the ability to cast spells. Her casting is spontaneous, and she gains a number of spells per day equal to an oracle of her level. In addition, she does not get to pick her spells known. Instead, she knows only the spells that are on at least one of her three domain lists.
A channeler can take the expanded arcana feat. For the purpose of this feat, the cleric/oracle spell list is treated as her spell list. For all other purposes (including activating items), her spell list is considered to include only her domain spells (including spells that she is not yet high enough to cast), and any spells she learned via expanded arcana or similar abilities.
Enhance Channel: As a channeler levels up, she learns new power that alters her channels. At first level, she knows three powers. She learns an additional power at 2nd level, and every two levels after this. These powers can come from the “General Channel Powers” list below. She can also choose any domain channel power from any of her domains.
In general, every time she channels, she may apply any single power she knows to that channel. At 6th level, she can apply a second power to that channel. At 11th level she may apply a third power, and at 16th level a fourth power.
Some of the enhanced channels offer the ability to increase the activation time for the channeled energy to a minute, and then extend the duration of the power. You may have only one domain power with an extended duration like this active at a time. If you use another domain power with an extended duration, the effects of the previous ones immediately end.
A channeler cannot enhance a channel that is activated with less than a standard action (such as a channel modified by the quick channel feat).
Selective Channel: At third level, the channeler gains selective channel as a bonus feat. If she already had that feat, she may immediately retrain it to any feat she qualifies for.
Enhanced Channel: At 7th level, the channeled energy uses d8s instead of d6s.
Greater Enhanced Channel: At 13th level, the channeled energy uses d10s instead of d6s.
Perfect Channel: At 20th level, instead of rolling, channeled energy uses maximum damage.
Shaped Channel: Instead of a 30 foot radius, she may express her channel as a 60 ft line, or a 15 ft cone.
Targeted Channel: Rather than affect an area, she may concentrate the divine energy on a single target. She must make a ranged or melee touch attack (her choice) to hit. On a hit, the target is effected by the channel as normal, except she rolls a number of dice equal to her level, rather than her typical amount of dice, and the save DC is increased by 2.
The area of the channel is considered to be all squares occupied by the creature for the purpose of effects that depend on area (such as some channel powers).
Extended Channel: The range of her channel is doubled.
Improved Extended Channel: You must already have Extended Channel to take this power. The range of the channel is doubled. This does stack with Extended Channel, producing a total of 4x the regular range if both powers are selected (this does not follow the standard multiplying rules).
Distance Channel: The channeler can choose a point of origin within 30 feet of her (or within 60 feet if the channel is also an extended channel), rather than being the point of origin. The channeler must have line of sight and line of effect to the chosen point of origin.
Lingering Channel: The channeled energy persists until the start of the channelers next turn. Any creature that enters the area affected by the channel, or ends its turn in the area is affected a second time by that energy. It can make a save as normal. No matter how the creature moves, it can only be affected one additional time by lingering channel (once if it is originally in the area of the channel when it was activated, and at most one other time).
Versatile Channel: You can channel either positive or negative energy, regardless of what choice you made at first level. Each time you channel, choose one.
Channel Casting: As a full round action, you can both cast a spell and channel energy. The spell must be one that targets multiple creatures or an area, and it must be a spell on your domain list. If an area spell, the area becomes that of your channel, and if it is a targeted spell, all creatures that would be affected by the channel are targeted (so if you channel positive energy to heal, undead creatures would not be effected by the spell). If the spell allows a save, the save is replaced by the channel energy will save, with the usual spell effects for passing or failing the save, as well as the standard effects of the channel energy.
You must be at least 5th level to take this power, and can take it again at 10th, 15th, and 19th level. The first time you take it, you can combine channel energy with a first level spell, and each additional time increases the level of spell you can combine, to a maximum of a fourth level spell.
Using this power expends both a use of channel energy and the appropriate spell slot. You cannot use this ability if you are out of either channels or spell slots.
Combined Channel: As a full round action, you can channel to both heal and harm at the same time.
Domain Powers
Channel Fire: When channeling to harm, you deal fire damage instead of the typical energy. This means that you will deal damage to both living and non-living creatures, regardless of whether you usually channel positive or negative energy.
Lingering Flames: When you channel to harm, any creature that fails its save catches on fire, taking damage each round at the start of your turn equal to half of your regular channel energy damage. The flames can be put out by dropping prone and rolling (a full round action), being submerged in water, or taking at least 1 point of cold damage equal to your level. Otherwise, they go out after a number of rounds equal to your charisma bonus (minimum 1).
Elemental Channel: When you channel to heal, you can heal creatures with the fire subtype. When you channel to harm, you can harm creatures with the water or ice subtypes. Alternatively, you can command creatures with the fire subtype (as command undead) or turn creatures with the water or ice subtypes (as turn undead)
Protective Flames: When you channel to heal, all creatures healed also gain fire resistance equal to twice your level (or immunity to fire at level 20). This lasts for a number of rounds equal to your charisma modifier. Subsequent channels don't stack, but do extend the duration. This lasts a number of rounds equal to your charisma bonus (minimum 1). Alternatively, you can take a full minute to channel energy. In this case, the Protective Flames last for 10 minutes times your charisma bonus.
Fiery Weapons: Whenever you channel, all manufactured weapons in the area, and the natural weapons of all creatures affected by the channeled energy gain the flaming quality. If they are already flaming weapons, they become flaming burst weapons. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the Fiery weapons last for 10 minutes times your charisma bonus.
Channel Cold: When channeling to harm, you deal cold damage instead of the typical energy. This means that you will deal damage to both living and non-living creatures, regardless of whether you usually channel positive or negative energy.
Rime Channel: When you channel to harm, any creature that fails its save becomes entangled for a number of rounds equal to your charisma bonus (minimum 1).
Elemental Channel: When you channel to heal, you can heal creatures with the cold or water subtype. When you channel to harm, you can harm creatures with the fire subtypes. Alternatively, you can command creatures with the cold or water subtypes (as command undead) or turn creatures with the fire subtypes (as turn undead)
Protective Cold: When you channel to heal, all creatures healed also gain cold resistance equal to twice your level (or immunity to cold at level 20). This lasts for a number of rounds equal to your charisma modifier. Subsequent channels don't stack, but do extend the duration. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the Protective Cold last for 10 minutes times your charisma bonus.
Freezing Weapons: Whenever you channel, all manufactured weapons in the area, and the natural weapons of all creatures affected by the channeled energy gain the frost quality. If they are already flaming weapons, they become frost burst weapons. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the freezing weapons last for 10 minutes times your charisma bonus.
Channel Lightning: When channeling to harm, you deal electricity damage instead of the typical energy. This means that you will deal damage to both living and non-living creatures, regardless of whether you usually channel positive or negative energy.
Lesser Flying Channel: When you channel to heal, any creature affected gains the ability to levitate for a number of rounds equal to your charisma bonus (minimum 1).
Flying Channel: You must have lesser flying channel to select this power. When you channel to heal, any creature affected gains the ability to fly (speed 60 feet, average maneuverability) for 1 round.
Elemental Channel: When you channel to heal, you can heal creatures with the Air subtype. When you channel to harm, you can harm creatures with the Earth subtypes. Alternatively, you can command creatures with the Air subtypes (as command undead) or turn creatures with the Earth subtypes (as turn undead)
Protective Lightning: When you channel to heal, all creatures healed also gain electricity resistance equal to twice your level (or immunity to cold at level 20). This lasts for a number of rounds equal to your charisma modifier. Subsequent channels don't stack, but do extend the duration. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the Protective Lightning last for 10 minutes times your charisma bonus.
Shocking Weapons: Whenever you channel, all manufactured weapons in the area, and the natural weapons of all creatures affected by the channeled energy gain the shock quality. If they are already flaming weapons, they become shocking burst weapons. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the shocking weapons last for 10 minutes times your charisma bonus.
Channel Earth: When channeling to harm, you deal fling rocks around damage instead of the typical energy, dealing bludgeoning damage. This means that you will deal damage to both living and non-living creatures, regardless of whether you usually channel positive or negative energy.
Stone Cunning Channel: When you channel to heal, all creatures affected gain the dwarf stone cunning ability. If they already have stone cunning, the bonuses are doubled and they gain tremorsense (30 feet) as long as they are touching the ground. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the Stone Cunning Channel last for 10 minutes times your charisma bonus.
Elemental Channel: When you channel to heal, you can heal creatures with the Earth subtype. When you channel to harm, you can harm creatures with the Air subtypes. Alternatively, you can command creatures with the Earth subtypes (as command undead) or turn creatures with the Air subtypes (as turn undead)
Protective Earth: When you channel to heal, all creatures healed also gain DR/adamantine equal to half your level. This lasts for a number of rounds equal to your charisma modifier. Subsequent channels don't stack, but do extend the duration. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the Protective Earth last for 10 minutes times your charisma bonus.
Corrosive Weapons: Whenever you channel, all manufactured weapons in the area, and the natural weapons of all creatures affected by the channeled energy gain the corrosive quality. If they are already flaming weapons, they become corrsive burst weapons. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the corrosive weapons last for 10 minutes times your charisma bonus.
Channel Storm: When channeling to harm, you deal ½ lightning and ½ sonic damage instead of the typical energy. This means that you will deal damage to both living and non-living creatures, regardless of whether you usually channel positive or negative energy.
Cloudy Channel: When you channel, the area becomes cloudy (as obscuring mist). This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the freezing weapons last for 10 minutes times your charisma bonus.
Freezing Channel: When you channel, you create a slick row of ice on the ground, that causes the area to be slippery. This functions as the grease spell, except the acrobatics DC to walk through the area is equal to your channel DC, and the effect lasts for a number of rounds equal to your charisma bonus.
Windy Channel: When you channel, you can change the wind conditions within the range of the channel. You can set them to anywhere between light and severe. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the freezing weapons last for 10 minutes times your charisma bonus.
Channel Weather: When you channel, you can temporarily change local weather conditions. Within the range of the channel, you can stop or start rain, sleet, or snow, and change the temperature from anywhere between 0F and 100 F. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the freezing weapons last for 10 minutes times your charisma bonus.
Cure Disease: When you channel to heal, all creatures affected are targeted by a cure disease spell (caster level equal to your level)
Cure Poison: When you channel to heal, all creatures affected are targeted by a remove poison spell (caster level equal to your level)
Life Link: When you channel to heal, you may link pairs of willing creatures. Every such bond is treated as shield other spell.
Heal All: When you channel to heal, you may heal all creatures, even if they would not normally be healed by that type of energy (for example, undead can be healed with positive energy, and constructs can be healed as well).
Overheal: When you channel to heal, you can heal above the creatures maximum HP. For every point of healing that would increase the creatures maximum hit points above their maximum, they gain one temporary hit point (maximum equal to your level). These temporary hit points last for a number of rounds equal to your charisma bonus (minimum 1). Alternatively, you can take a full minute to channel energy. In this case, the Overheal hitpoints last for 10 minutes times your charisma bonus.
Channel Darkness: The area affected by the channeled energy becomes darker, as the spell darkness.
Cloak of Darkness: When you channel to heal, all healed creatures gain the shadow dancer's Hide in plain sight ability, and a bonus on stealth equal to the number of dice rolled. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the cloak of darkness abilities last for 10 minutes times your charisma bonus.
See in the Dark: When you channel to heal, all healed creatures gain darkvision. If they already had low light vision or darkvision (either naturally, through magic, or even a previous use of this power), they instead get the see in darkness special ability. This lasts for a number of rounds equal to your charisma bonus.
Alternatively, you can take a full minute to channel energy. In this case, the See in the dark ability abilities last for 10 minutes times your charisma bonus.
Blinding Darkness: When you channel to harm, any creature that fails its save is blinded for 1 round. Darkvision does not negate this affect, although the See In Darkness special ability does.
Grasping Darkness: When you channel energy, the shadows of all creatures grab the creature, preventing it from moving. All creatures that shed a shadow (typically creatures in any lighting condition other than total darkness) are grappled by that shadow. The shadow has a CMB of your level + your charisma bonus), and a CMD of 10+its CMB. In daylight, it has a size equal to the creature it is grappling, in bright light it has a size one larger, and in dim light it has a size two larger. The shadow grapples, and then in subsequent rounds attempts to pin the creature. Once a creature successfully escapes the grapple (either by having the shadow fail its original grapple attempt, fail a pin/maintain grapple attempt, or by successfully escaping with escape artist or grapple), that particular shadow returns to normal.
Aligned Channel (harm): When you channel energy to harm, you can choose to deal sacred damage, instead of positive or negative energy. Sacred damage harms all evil creatures, but does nothing to good or neutral creatures.
Aligned Channel (heal): When you channel energy to heal, you can choose to use sacred healing, instead of positive or negative energy. Sacred healing heals all good creatures, but does nothing to evil or neutral creatures.
Outsider Channel: When your channel heals outsiders with the good subtype, you increase the amount healed by 50%. When you channel harms outsiders with the evil subtype, you increase the amount of damage by 50%. Apply this extra damage amount before saving throws.
Good Weapons: Whenever you channel, all manufactured weapons in the area, and the natural weapons of all creatures affected by the channeled energy become good aligned for the purpose of penetrating DR. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the good weapons last for 10 minutes times your charisma bonus.
Holy Weapons: You must have Good Weapons to take this ability. Whenever you channel, all manufactured weapons in the area, and the natural weapons of all creatures affected by the channeled energy gain the holy magic ability. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the holy weapons last for 10 minutes times your charisma bonus.
Evil, Law, Chaos
As Good, except changing alignment subtypes appropriately.
Sundering Channel: When you channel energy to harm, you may destroy objects of a particular type as well. Pick either weapons, armor, shields, a single magic item slot (such as cloak, or ring). All items of the given type in the area of the channel (whether wielded or not) are affected by your channel energy damage. Hardness still applies, and magic items still receive saving throws, and a successful save prevents all damage, rather than just halving it.
Alternatively, you can choose to effect all non-wielded non-magic items in the area, dealing your full channel damage to all such objects.
Vicious Channel: All creatures affected by your channel treat all melee and natural weapons that they wield as having the vicious enchantment. This cannot be turned off. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the vicious weapons last for 10 minutes times your charisma bonus.
Disintegrating Channel: Any creature killed by your channel is disintegrated (as the spell).
Shouting Channel: When you channel to harm, you deal sonic damage instead of positive or negative energy damage. This allows you to target both living, unliving, and undead.
Spell-Breaking Channel: When you channel energy, you also destroy magical effects. Treat this as the area dispel of greater dispel magic, with a caster level equal to your level, except that you disrupt only a single spell (chosen at random among possible targets).
Protective Channel: When you channel to heal, all creatures effected by your channel gain SR equal to 10+your level. This lasts a number of rounds equal to your charisma bonus (minimum 1).
Alternatively, you can take a full minute to channel energy. In this case, the SR lasts for 10 minutes times your charisma bonus.
Channel Casting: This functions as the general channel power, but you can take it every odd level. Eventually allowing ninth level spells.
Draining Channel: When you channel to harm, all creatures that fail their save against your channeled energy take a penalty to their caster level equal to the number of dice your channel energy deals. This has a duration of 1 round.
Empowering Channel: When you take this power, choose one of the following metamagic feats: Piercing Spell, Silent Spell, Still Spell, Ectoplasmic Spell, Elemental Spell, Enlarge Spell, Intensified Spell. When you channel to heal, all creatures healed by your channel may apply that feat to any spells they cast in the next round. You may take this power multiple times, each time selecting a new feat from the list.
Pathfinder has a ton of domains, and I probably won't both to stat these all out. The idea would be that if a PC wants to use any of them, they can see rough power levels and work with the GM to create their own. That said, if anyone has suggestions, I'd love to hear them.
The general rule is that each domain should have 5-6 powers, with about an even breakdown between powers that effect channeling to harm and channeling to heal, although some domains (healing, destruction), will be weighed much heavier in one direction or the other for thematic reasons.
Anyways, just counting paizo core non-druid domains, the to do list is:
Animal
Artifice
Charm
Community
Death
Glory
Knowledge
Liberation
Luck
Madness
Nobility
Plant
Protection
Repose
Ruins
Scalykind
Strength
Sun
Travel
Trickery
Void
War
I'd love to hear people's suggestions, comments, or improvements. Anything look too good?