Bran Eaglecleft
First Post
Any comments, critiques, questions, or insults are appreciated...
(Well, maybe not so much the insults...
)
In the world, there are those who seem to be touched by the gods. Channelers truly are. These characters have the essence of godhood running through their veins. They can channel that power to perform a multitude of deeds. Good channelers channel positive energy, Evil channelers channel negative energy, and Neutral channelers channel either positive or negative energy, but not both.
Adventurers: Much like clerics, channelers adventure to supp
ort their deity. Good channelers travel the width and breadth of the land helping the helpless, protecting the weak, and avenging the wronged. Evil channelers spread fear, death, and pestilence wherever they roam.
Characteristics: Channelers are known throughout the world as being "touched by the gods." They have many of the abilities of clerics, although on a lesser level. They specialize as warriors against undead.
Alignment: Channelers can be of any alignment. They must share the same moral code (i.e. Good/Evil) as their patron deity.
Religion: Most channelers worship deities that count undead as enemies or allies of the faith. Deities that don't care one way or the other about undead rarely count channelers in their clergy.
Background: Channelers are typically faithful worshippers who have caught the personal attention of a deity. Many were raised to be clerics, but their deity had other plans for them.
Races: Channelers are rare in most races. Typically, races that have a strong affinity to nature or a deep hatred of (or strong affinity with) the undead have more channelers. Elves, gnomes, and orcs are more often channelers than most races.
Other Classes: Channelers typically get along with most other classes. Clerics realize that channelers are strong in faith, but many have a deep-seated jealousy against them. As with clerics, it is typically religion that determines the characters relationship with other classes.
GAME RULE INFORMATION
Channelers have the following game statistics.
Abilities: A channeler gets bonus spells based on Wisdom. Charisma determines how hard a channeler's spells are to resist. The DC of a saving throw against a channeler's spell is 10 + the spell?s level + the channeler's Charisma modifier.
Alignment: Any.
Hit Die: d8
Skill Selection: (2 + Intelligence modifier) x 4
Skill Progression: 2 + Intelligence modifier per level
Starting Wealth: 3d6 x 10 gp
Class Skills
The channeler's class skills (and the key abilities for each skill) are as follows.
¨ Concentration {Con}
¨ Craft (Int)
¨ Diplomacy {Cha}
¨ Gather Information {Cha}
¨ Innuendo {Wis}
¨ Knowledge (Religion) {Int}
¨ Perform {Cha}
¨ Sense Motive {Wis}
¨ Spellcraft {Int}
See Chapter 4: Skills for skill descriptions.
Class Features
All of the following are class features of the channeler.
Weapon and Armor Proficiency: Channelers are proficient with all simple and martial weapons and light armor.
Spells: A channeler casts divine spells, the same type of spells available to clerics. A channeler's selection of spells is extremely limited. Your channeler begins play knowing 4 0-level spells (also called orisons), 1 1st-level spell, and 1 domain spell. At each level, the channeler gains one or more new spells, as indicated by Table 2: Channeler Spells Known. The number of spells a channeler knows is not affected by his Charisma bonus. The spells a channeler knows must be common spells chosen from the cleric spell list.
A channeler may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
To learn or cast a spell, a channeler must have a Wisdom score of at least 10 + the spell's level.
Divine Health: Due to the divine "spark" within a channeler, they are immune to all diseases as a paladin (PHB page 42.)
Domain Gift: A channeler chooses 1 domain as a cleric. The channeler then receives the domain spells as spells known and the granted power.
Turn/Rebuke Undead: When a channeler reaches 3rd level, he gains the ability to Turn (good or neutral) or Rebuke (evil or neutral) Undead. He may use this ability a number of times per day equal to three plus his Charisma modifier. He turns/rebukes undead as a cleric of two levels lower would. (See Turn and Rebuke Undead, PHB page 139.)
Extra Turning: As a feat, a channeler may take Extra Turning. This feat allows the channeler to turn undead four more times per day than normal. A channeler can take this feat multiple times, gaining four extra daily turning attempts each time.
Ghost Touch: At 6th level, a channeler can burn one use of his Turn Undead ability to give him the ability to affect insubstantial beings as if he was using a Ghost Touch weapon (DMG page 186) for 10 rounds (1 minute.) This ability causes a colored aura to form around the channeler's hand (or weapon.) This is a supernatural ability.
Disruption: At 9th level, a good (or neutral) channeler gains the ability to use the disruption ability as a touch attack. The channeler must burn one use of his Turn Undead ability. The Disruption Touch lasts until a successful touch attack is made or for 10 rounds (1 minute.) The touched undead must then make a Fortitude save at a DC of 10 + ½ channeler level + channeler's Charisma modifier or be destroyed. This is a supernatural ability.
Paralysis: At 9th level, an evil (or neutral) channeler gains the ability to use the paralysis ability as a touch attack. The channeler must burn one use of his Turn Undead ability. The Paralysis Touch lasts until a successful touch attack is made or for 10 rounds (1 minute.) The touched creature must then make a Fortitude save at a DC of 10 + ½ channeler level + channeler's Charisma modifier or be affected as if by a Hold spell for 1 round per 2 channeler levels. This is a supernatural ability.
Damage Reduction: Starting at 11th level, the channeler learns to constantly channel divine energy to deflect a small amount of injury from each blow or attack. Subtract 1 from the damage the channeler takes each time the channeler is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0. This is a supernatural ability.
Sorry about the less-than-perfect formatting...it's the best I could get it to line up...

(Well, maybe not so much the insults...

In the world, there are those who seem to be touched by the gods. Channelers truly are. These characters have the essence of godhood running through their veins. They can channel that power to perform a multitude of deeds. Good channelers channel positive energy, Evil channelers channel negative energy, and Neutral channelers channel either positive or negative energy, but not both.
Adventurers: Much like clerics, channelers adventure to supp
ort their deity. Good channelers travel the width and breadth of the land helping the helpless, protecting the weak, and avenging the wronged. Evil channelers spread fear, death, and pestilence wherever they roam.
Characteristics: Channelers are known throughout the world as being "touched by the gods." They have many of the abilities of clerics, although on a lesser level. They specialize as warriors against undead.
Alignment: Channelers can be of any alignment. They must share the same moral code (i.e. Good/Evil) as their patron deity.
Religion: Most channelers worship deities that count undead as enemies or allies of the faith. Deities that don't care one way or the other about undead rarely count channelers in their clergy.
Background: Channelers are typically faithful worshippers who have caught the personal attention of a deity. Many were raised to be clerics, but their deity had other plans for them.
Races: Channelers are rare in most races. Typically, races that have a strong affinity to nature or a deep hatred of (or strong affinity with) the undead have more channelers. Elves, gnomes, and orcs are more often channelers than most races.
Other Classes: Channelers typically get along with most other classes. Clerics realize that channelers are strong in faith, but many have a deep-seated jealousy against them. As with clerics, it is typically religion that determines the characters relationship with other classes.
GAME RULE INFORMATION
Channelers have the following game statistics.
Abilities: A channeler gets bonus spells based on Wisdom. Charisma determines how hard a channeler's spells are to resist. The DC of a saving throw against a channeler's spell is 10 + the spell?s level + the channeler's Charisma modifier.
Alignment: Any.
Hit Die: d8
Skill Selection: (2 + Intelligence modifier) x 4
Skill Progression: 2 + Intelligence modifier per level
Starting Wealth: 3d6 x 10 gp
Class Skills
The channeler's class skills (and the key abilities for each skill) are as follows.
¨ Concentration {Con}
¨ Craft (Int)
¨ Diplomacy {Cha}
¨ Gather Information {Cha}
¨ Innuendo {Wis}
¨ Knowledge (Religion) {Int}
¨ Perform {Cha}
¨ Sense Motive {Wis}
¨ Spellcraft {Int}
See Chapter 4: Skills for skill descriptions.
Class Features
All of the following are class features of the channeler.
Weapon and Armor Proficiency: Channelers are proficient with all simple and martial weapons and light armor.
Spells: A channeler casts divine spells, the same type of spells available to clerics. A channeler's selection of spells is extremely limited. Your channeler begins play knowing 4 0-level spells (also called orisons), 1 1st-level spell, and 1 domain spell. At each level, the channeler gains one or more new spells, as indicated by Table 2: Channeler Spells Known. The number of spells a channeler knows is not affected by his Charisma bonus. The spells a channeler knows must be common spells chosen from the cleric spell list.
A channeler may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.
To learn or cast a spell, a channeler must have a Wisdom score of at least 10 + the spell's level.
Divine Health: Due to the divine "spark" within a channeler, they are immune to all diseases as a paladin (PHB page 42.)
Domain Gift: A channeler chooses 1 domain as a cleric. The channeler then receives the domain spells as spells known and the granted power.
Turn/Rebuke Undead: When a channeler reaches 3rd level, he gains the ability to Turn (good or neutral) or Rebuke (evil or neutral) Undead. He may use this ability a number of times per day equal to three plus his Charisma modifier. He turns/rebukes undead as a cleric of two levels lower would. (See Turn and Rebuke Undead, PHB page 139.)
Extra Turning: As a feat, a channeler may take Extra Turning. This feat allows the channeler to turn undead four more times per day than normal. A channeler can take this feat multiple times, gaining four extra daily turning attempts each time.
Ghost Touch: At 6th level, a channeler can burn one use of his Turn Undead ability to give him the ability to affect insubstantial beings as if he was using a Ghost Touch weapon (DMG page 186) for 10 rounds (1 minute.) This ability causes a colored aura to form around the channeler's hand (or weapon.) This is a supernatural ability.
Disruption: At 9th level, a good (or neutral) channeler gains the ability to use the disruption ability as a touch attack. The channeler must burn one use of his Turn Undead ability. The Disruption Touch lasts until a successful touch attack is made or for 10 rounds (1 minute.) The touched undead must then make a Fortitude save at a DC of 10 + ½ channeler level + channeler's Charisma modifier or be destroyed. This is a supernatural ability.
Paralysis: At 9th level, an evil (or neutral) channeler gains the ability to use the paralysis ability as a touch attack. The channeler must burn one use of his Turn Undead ability. The Paralysis Touch lasts until a successful touch attack is made or for 10 rounds (1 minute.) The touched creature must then make a Fortitude save at a DC of 10 + ½ channeler level + channeler's Charisma modifier or be affected as if by a Hold spell for 1 round per 2 channeler levels. This is a supernatural ability.
Damage Reduction: Starting at 11th level, the channeler learns to constantly channel divine energy to deflect a small amount of injury from each blow or attack. Subtract 1 from the damage the channeler takes each time the channeler is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0. This is a supernatural ability.
Code:
Table 1: The Channeler
Level BAB Fort Refl Will Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Divine Health, Domain Gift 5 3 -- -- -- -- -- -- -- --
2 +1 +0 +0 +3 6 4 -- -- -- -- -- -- -- --
3 +2 +1 +1 +3 Turn/Rebuke Undead 6 5 -- -- -- -- -- -- -- --
4 +3 +1 +1 +4 6 6 3 -- -- -- -- -- -- --
5 +3 +1 +1 +4 6 6 4 -- -- -- -- -- -- --
6 +4 +2 +2 +5 Ghost Touch 6 6 5 3 -- -- -- -- -- --
7 +5 +2 +2 +5 6 6 6 4 -- -- -- -- -- --
8 +6/+1 +2 +2 +6 6 6 6 5 3 -- -- -- -- --
9 +6/+1 +3 +3 +6 Disruption/Paralysis Touch 6 6 6 6 4 -- -- -- -- --
10 +7/+2 +3 +3 +7 6 6 6 6 5 3 -- -- -- --
11 +8/+3 +3 +3 +7 Damage Reduction 1/-- 6 6 6 6 6 4 -- -- -- --
12 +9/+4 +4 +4 +8 6 6 6 6 6 5 3 -- -- --
13 +9/+4 +4 +4 +8 6 6 6 6 6 6 4 -- -- --
14 +10/+5 +4 +4 +9 Damage Reduction 2/-- 6 6 6 6 6 6 5 3 -- --
15 +11/+6/+1 +5 +5 +9 6 6 6 6 6 6 6 4 -- --
16 +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 5 3 --
17 +12/+7/+2 +5 +5 +10 Damage Reduction 3/-- 6 6 6 6 6 6 6 6 4 --
18 +13/+8/+3 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +6 +6 +12 Damage Reduction 4/-- 6 6 6 6 6 6 6 6 6 6
Table 2: Channeler Spells Known
Level 0 1 2 3 4 5 6 7 8 9
1 4 1+1 -- -- -- -- -- -- -- --
2 5 1+1 -- -- -- -- -- -- -- --
3 5 2+1 -- -- -- -- -- -- -- --
4 6 2+1 0+1 -- -- -- -- -- -- --
5 6 3+1 1+1 -- -- -- -- -- -- --
6 7 3+1 1+1 0+1 -- -- -- -- -- --
7 7 4+1 2+1 1+1 -- -- -- -- -- --
8 8 4+1 2+1 1+1 0+1 -- -- -- -- --
9 8 4+1 3+1 2+1 1+1 -- -- -- -- --
10 9 4+1 3+1 2+1 1+1 0+1 -- -- -- --
11 9 4+1 4+1 3+1 2+1 1+1 -- -- -- --
12 9 4+1 4+1 3+1 2+1 1+1 0+1 -- -- --
13 9 4+1 4+1 3+1 3+1 2+1 1+1 -- -- --
14 9 4+1 4+1 3+1 3+1 2+1 1+1 0+1 -- --
15 9 4+1 4+1 3+1 3+1 3+1 2+1 1+1 -- --
16 9 4+1 4+1 3+1 3+1 3+1 2+1 1+1 0+1 --
17 9 4+1 4+1 3+1 3+1 3+1 3+1 2+1 1+1 --
18 9 4+1 4+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
19 9 4+1 4+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
20 9 4+1 4+1 3+1 3+1 3+1 3+1 2+1 2+1 2+1
Sorry about the less-than-perfect formatting...it's the best I could get it to line up...

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