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New Base Class: The Divine Channeler
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<blockquote data-quote="Destil" data-source="post: 390665" data-attributes="member: 1980"><p><strong>Great Minds?</strong></p><p></p><p>Have you been looking in my notebook? This is a concept I've been knocking around for a while, same name, same exact idea, very very similar rules... Trying to replace or at least break up the cleric, too? I was working to get them so Clerics were Templars, divine warriors, and channelers were healers, drawing more on the raw energy of the inner planes... (the cannon cleric does both, in my opinion)</p><p></p><p>Though, I had been trying to expand it to include the possibility of drawing on elemental powers, thus making them rely on all the inner plans in the default cosmology. To that end I wanted to drop the HD to a d6 and customize the spell-list to include some nice boom-stick style spells, but I never did finished it, there was too much added complexity...</p><p></p><p>But I digress. Your channler:</p><p><strong>Suggestions</strong></p><p>Scry should be a class skill, since the spell is on their list.</p><p></p><p>Maybe evil channelers could still be carriers for disease, even though they're immune? Strikes me a good flavor and quite nasty... Also, just a preference, I'd switch Turn / Rebuke to 1st and divine health to 3rd level. Makes more sense that way to me, though if you feel it's important that no channeler ever suffers disease that's okay, too. And does the ability work against magical diseases? I'd think that's a bit much at 1st or even 3rd to 5th level. If you wanted to improve it so it does around 10th or so that works better for balance...</p><p></p><p>The positive / negative special abilities are okay, but a bit rigid. Do you have Defenders of the faith? There's a line of feats, Divine Feats, that let you use your channeled energy from turn / rebuke undead in new ways. They're not really that hard to come up with, anyway, even if you don't have the book. (If you don't have DotF I can post a few divine feats I came up with to help you get started...) I'd give them bonus feats every few levels to be selected from Extra Turning and Divine Feats… Really convert Disruption and Paralysis to Feats, requiring 15+ Cha and base things a little more off of Cha bonus and less on fixed numbers (lasts a number of rounds equal to your Cha bonus vs. a set 10 rounds) and you've got two, already.</p><p></p><p><strong>Overall Balance</strong></p><p>As it stands now, the spells & weapons & hit die & special abilities are too much, by far. The spells become abusive because of that single domain: domains are balanced with the idea that the cleric can only cast 1 domain spell per level per day. Most domain spells are too good if you can use them as much as you want, in addition to the d8 HD, the martial weapon proficiency, the fact that since they're divine spells one level of fighter gives you full plate, a tower shield and 0% spell failure... well... I like it a lot, but any min/maxer worth their dice would go to town with it, it's far to easy to take this class as it stands and make a <strong>real</strong> monster. The cleric is already the most powerful class in the PH, for the most part. (note I didn't say they're unbalanced / broken I'm of the school of thought that they're not too powerful, just that they're generally the <em>most</em> powerful…), and taking it as a baseline to build a new class can really give you an inflated power base…</p><p></p><p>Splitting the primary spell-casting ability into two restricts them a little, but only a little... and it doesn't make much sense. The wisdom is kinda tacked on, there's no benefit, just the drawback. I'd give bonus spells / day based on Wis & base the save DCs on Cha, and require a Cha of 10+L to cast a spell of level L, and a Wis of 10+L to learn a spell of level L. You could use spells you know but can't cast to make items / craft scrolls / wands / staves (though you can't use the scrolls / wands / staves without an appropriate charisma score) and use spells you can cast but don't know for meta-magic. That or just make spell-casting Wis based and all the special positive / negative abilities Cha based.</p><p></p><p>The d8 HD is too much, primarily because you also have access to powerful arcane spells on your known list from your domain, and can cast them as much as you want (look at travel, trickery and cold - very powerful arcane stuff at all levels). The d6 would be better. I'd also maybe say all simple weapons and leave it at that, Elves and those with the War domain still can use martial weapons just fine, and you could always take a feat or multi-class.</p><p></p><p>The DR dosn't make much sense (there's no flavor text explaining it or abilities before it that are similar), steps a bit on the barbarians toes and further gives a already all to powerful Spellcaster / Fighter even more fighting power.</p><p></p><p>So all in all, I'd reduce the power level a bit so they can't go into a melee quite as well, mostly because of that pesky domain spells known list…</p></blockquote><p></p>
[QUOTE="Destil, post: 390665, member: 1980"] [b]Great Minds?[/b] Have you been looking in my notebook? This is a concept I've been knocking around for a while, same name, same exact idea, very very similar rules... Trying to replace or at least break up the cleric, too? I was working to get them so Clerics were Templars, divine warriors, and channelers were healers, drawing more on the raw energy of the inner planes... (the cannon cleric does both, in my opinion) Though, I had been trying to expand it to include the possibility of drawing on elemental powers, thus making them rely on all the inner plans in the default cosmology. To that end I wanted to drop the HD to a d6 and customize the spell-list to include some nice boom-stick style spells, but I never did finished it, there was too much added complexity... But I digress. Your channler: [b]Suggestions[/b] Scry should be a class skill, since the spell is on their list. Maybe evil channelers could still be carriers for disease, even though they're immune? Strikes me a good flavor and quite nasty... Also, just a preference, I'd switch Turn / Rebuke to 1st and divine health to 3rd level. Makes more sense that way to me, though if you feel it's important that no channeler ever suffers disease that's okay, too. And does the ability work against magical diseases? I'd think that's a bit much at 1st or even 3rd to 5th level. If you wanted to improve it so it does around 10th or so that works better for balance... The positive / negative special abilities are okay, but a bit rigid. Do you have Defenders of the faith? There's a line of feats, Divine Feats, that let you use your channeled energy from turn / rebuke undead in new ways. They're not really that hard to come up with, anyway, even if you don't have the book. (If you don't have DotF I can post a few divine feats I came up with to help you get started...) I'd give them bonus feats every few levels to be selected from Extra Turning and Divine Feats… Really convert Disruption and Paralysis to Feats, requiring 15+ Cha and base things a little more off of Cha bonus and less on fixed numbers (lasts a number of rounds equal to your Cha bonus vs. a set 10 rounds) and you've got two, already. [b]Overall Balance[/b] As it stands now, the spells & weapons & hit die & special abilities are too much, by far. The spells become abusive because of that single domain: domains are balanced with the idea that the cleric can only cast 1 domain spell per level per day. Most domain spells are too good if you can use them as much as you want, in addition to the d8 HD, the martial weapon proficiency, the fact that since they're divine spells one level of fighter gives you full plate, a tower shield and 0% spell failure... well... I like it a lot, but any min/maxer worth their dice would go to town with it, it's far to easy to take this class as it stands and make a [b]real[/b] monster. The cleric is already the most powerful class in the PH, for the most part. (note I didn't say they're unbalanced / broken I'm of the school of thought that they're not too powerful, just that they're generally the [I]most[/I] powerful…), and taking it as a baseline to build a new class can really give you an inflated power base… Splitting the primary spell-casting ability into two restricts them a little, but only a little... and it doesn't make much sense. The wisdom is kinda tacked on, there's no benefit, just the drawback. I'd give bonus spells / day based on Wis & base the save DCs on Cha, and require a Cha of 10+L to cast a spell of level L, and a Wis of 10+L to learn a spell of level L. You could use spells you know but can't cast to make items / craft scrolls / wands / staves (though you can't use the scrolls / wands / staves without an appropriate charisma score) and use spells you can cast but don't know for meta-magic. That or just make spell-casting Wis based and all the special positive / negative abilities Cha based. The d8 HD is too much, primarily because you also have access to powerful arcane spells on your known list from your domain, and can cast them as much as you want (look at travel, trickery and cold - very powerful arcane stuff at all levels). The d6 would be better. I'd also maybe say all simple weapons and leave it at that, Elves and those with the War domain still can use martial weapons just fine, and you could always take a feat or multi-class. The DR dosn't make much sense (there's no flavor text explaining it or abilities before it that are similar), steps a bit on the barbarians toes and further gives a already all to powerful Spellcaster / Fighter even more fighting power. So all in all, I'd reduce the power level a bit so they can't go into a melee quite as well, mostly because of that pesky domain spells known list… [/QUOTE]
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