l)arkzer0
2012-03-05, 07:08 PM
One of my players wanted to play an arcane spell caster that could channel undeath to heal people. Something not quite ethical, but still somewhat good. Anyway, we tossed this together really quick and wanted a quick poll on how it looked and possible other things to add.
Deathchanneler
"I don't really care about the name of it" -Player
Entry Requirements
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks, Spellcraft 8 ranks
Feat: Corpsecrafter
Spellcasting: Must be able to cast 3rd-level spells
Special: Must be able to animate dead or otherwise gain control over the undead such as the command undead spell.
{TABLE]LvL |BAB |Fort |Refx |Will |Special |Spellcasting
1 |+0 |+0 |+0 |+2 |Channel Undeath |+1 level of spellcasting ability
2 |+1 |+0 |+0 |+3 | |+1 level of spellcasting ability
3 |+1 |+1 |+1 |+3 | |+1 level of spellcasting ability
4 |+2 |+1 |+1 |+4 | |+1 level of spellcasting ability
5 |+2 |+1 |+1 |+4 | |+1 level of spellcasting ability
6 |+3 |+2 |+2 |+5 | |+1 level of spellcasting ability
7 |+3 |+2 |+2 |+5 | |+1 level of spellcasting ability
8 |+4 |+2 |+2 |+6 | |+1 level of spellcasting ability
9 |+4 |+3 |+3 |+6 | |+1 level of spellcasting ability
10 |+5 |+3 |+3 |+7 |Channel the Unwilling |+1 level of spellcasting ability
[/TABLE]
Spellcasting: When a new Deathchanneler level is gained, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Deathchanneler, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Channel Undeath (Su): Beginning at 1st level, you can channel stored spell energy into healing spells that you have not (or cannot) prepare ahead of time. The Deathchanneler can "lose" any prepared spell in order to cast any Conjuration (Healing) [Positive] spell from the Cleric spell list of the same spell level or lower, up to your Deathchanneler level.
In order to use this ability the Deathchanneler must be within 5ft of at least one willing undead creature to use this ability. As part of casting the spell, the Deathchanneler selects any number of willing undead within 5ft to be effected by Channel Undeath. The total healing done by a spell cast through this ability cannot exceed the total hit points of the willing undead within range. As the healing is done, the undead chosen take damage equal to the total healing done by the spell cast, divided between them as desired by the Deathchanneler.
Undead controlled by the Deathchanneler are always willing. Other characters can command undead they control to become willing for the purposes of this ability.
At every odd level, the range of which willing undead can be affected by this ability increases by 5ft, up to a maximum of 25ft at the 9th level.
Channel the Unwilling: At the 10th level your ability to channel undeath reaches it's peak. Your Channel Undeath ability can now target unwilling undead in addition to it's normal targets. Unwilling undead can make a will save to be excluded from Channel Undeath, the DC is equal to the DC of the spell being cast (typically 10 + Spell Level + Primary Casting Stat).
If a Deathchanneler only selects unwilling undead and none of which fail their save, the spell automatically fails and the slot is lost.
Anyway, essential idea is to get around the 'no healing' arcane casting, give flavor, and so he can: Create undead horde, horde fights with players, burn through horde to heal players, replenish horde with fresh corpses created.
Thoughts, comments, advice, and/or horrifying things I may have missed?
EDIT: Spell lists: At least the spells from books used in the campaign.
Conjuration (Healing) [Positive] Spell List:
(The ones granted by Channel Undeath)
{TABLE]Level |Spell |Source
0 |Cure Minor Wounds |SRD
1 |Cure Light Wounds |SRD
2 |Cure Moderate Wounds |SRD
3 |Cure Serious Wounds |SRD
4 |Cure Critical Wounds |SRD
5 |Cure Light Wounds, Mass |SRD
6 |Cure Moderate Wounds, Mass |SRD
6 |Heal |SRD
7 |Cure Serious Wounds, Mass |SRD
8 |Cure Critical Wounds, Mass |SRD
9 |Heal, Mass |SRD[/TABLE]
Source: IMarvinTPA's Dungeons and Dragons Database (http://www.imarvintpa.com/dndlive/index.php)
Conjuration (Healing) Spell List:
{TABLE]Level |Spell |Source
0 |Cure Minor Wounds |SRD
1 |Cure Light Wounds |SRD
1 |Delay Disease |SpC
1 |Faith Healing |SpC
1 |Vigor, Lesser |SpC
2 |Close Wounds |SpC
2 |Conduit of Life |SpC
2 |Delay Poison |SRD
2 |Hydrate |Sand
2 |Cure Moderate Wounds |SRD
2 |Remove Paralysis |SRD
2 |Restoration, Lesser |SRD
2 |Stabilize |SpC
3 |Cure Serious Wounds |SRD
3 |Remove Blindness/Deafness |SRD
3 |Remove Disease |SRD
3 |Insignia of Healing |RoD
3 |Vigor |SpC
3 |Vigor, Mass Lesser |SpC
4 |Cure Critical Wounds |SRD
4 |Healthful Rest |SpC
4 |Neutralize Poison |SRD
4 |Restoration |SRD
4 |Revenance |CD
5 |Cure Light Wounds, Mass |SRD
5 |Darts of Life |CC
5 |Raise Dead |SRD
5 |Vigor, Greater |SpC
6 |Cure Moderate Wounds, Mass |SRD
6 |Heal |SRD
6 |Vigorous Circle | SpC
7 |Cure Serious Wounds, Mass |SRD
7 |Regenerate |SRD
7 |Resurrection |SRD
7 |Restoration, Greater |SRD
8 |Cure Critical Wounds, Mass |SRD
8 |Restoration, Mass |LM
9 |Heal, Mass |SRD
9 |True Resurrection |SRD[/TABLE]
Source: IMarvinTPA's Dungeons and Dragons Database (http://www.imarvintpa.com/dndlive/index.php)
Deathchanneler
"I don't really care about the name of it" -Player
Entry Requirements
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks, Spellcraft 8 ranks
Feat: Corpsecrafter
Spellcasting: Must be able to cast 3rd-level spells
Special: Must be able to animate dead or otherwise gain control over the undead such as the command undead spell.
{TABLE]LvL |BAB |Fort |Refx |Will |Special |Spellcasting
1 |+0 |+0 |+0 |+2 |Channel Undeath |+1 level of spellcasting ability
2 |+1 |+0 |+0 |+3 | |+1 level of spellcasting ability
3 |+1 |+1 |+1 |+3 | |+1 level of spellcasting ability
4 |+2 |+1 |+1 |+4 | |+1 level of spellcasting ability
5 |+2 |+1 |+1 |+4 | |+1 level of spellcasting ability
6 |+3 |+2 |+2 |+5 | |+1 level of spellcasting ability
7 |+3 |+2 |+2 |+5 | |+1 level of spellcasting ability
8 |+4 |+2 |+2 |+6 | |+1 level of spellcasting ability
9 |+4 |+3 |+3 |+6 | |+1 level of spellcasting ability
10 |+5 |+3 |+3 |+7 |Channel the Unwilling |+1 level of spellcasting ability
[/TABLE]
Spellcasting: When a new Deathchanneler level is gained, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Deathchanneler, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Channel Undeath (Su): Beginning at 1st level, you can channel stored spell energy into healing spells that you have not (or cannot) prepare ahead of time. The Deathchanneler can "lose" any prepared spell in order to cast any Conjuration (Healing) [Positive] spell from the Cleric spell list of the same spell level or lower, up to your Deathchanneler level.
In order to use this ability the Deathchanneler must be within 5ft of at least one willing undead creature to use this ability. As part of casting the spell, the Deathchanneler selects any number of willing undead within 5ft to be effected by Channel Undeath. The total healing done by a spell cast through this ability cannot exceed the total hit points of the willing undead within range. As the healing is done, the undead chosen take damage equal to the total healing done by the spell cast, divided between them as desired by the Deathchanneler.
Undead controlled by the Deathchanneler are always willing. Other characters can command undead they control to become willing for the purposes of this ability.
At every odd level, the range of which willing undead can be affected by this ability increases by 5ft, up to a maximum of 25ft at the 9th level.
Channel the Unwilling: At the 10th level your ability to channel undeath reaches it's peak. Your Channel Undeath ability can now target unwilling undead in addition to it's normal targets. Unwilling undead can make a will save to be excluded from Channel Undeath, the DC is equal to the DC of the spell being cast (typically 10 + Spell Level + Primary Casting Stat).
If a Deathchanneler only selects unwilling undead and none of which fail their save, the spell automatically fails and the slot is lost.
Anyway, essential idea is to get around the 'no healing' arcane casting, give flavor, and so he can: Create undead horde, horde fights with players, burn through horde to heal players, replenish horde with fresh corpses created.
Thoughts, comments, advice, and/or horrifying things I may have missed?
EDIT: Spell lists: At least the spells from books used in the campaign.
Conjuration (Healing) [Positive] Spell List:
(The ones granted by Channel Undeath)
{TABLE]Level |Spell |Source
0 |Cure Minor Wounds |SRD
1 |Cure Light Wounds |SRD
2 |Cure Moderate Wounds |SRD
3 |Cure Serious Wounds |SRD
4 |Cure Critical Wounds |SRD
5 |Cure Light Wounds, Mass |SRD
6 |Cure Moderate Wounds, Mass |SRD
6 |Heal |SRD
7 |Cure Serious Wounds, Mass |SRD
8 |Cure Critical Wounds, Mass |SRD
9 |Heal, Mass |SRD[/TABLE]
Source: IMarvinTPA's Dungeons and Dragons Database (http://www.imarvintpa.com/dndlive/index.php)
Conjuration (Healing) Spell List:
{TABLE]Level |Spell |Source
0 |Cure Minor Wounds |SRD
1 |Cure Light Wounds |SRD
1 |Delay Disease |SpC
1 |Faith Healing |SpC
1 |Vigor, Lesser |SpC
2 |Close Wounds |SpC
2 |Conduit of Life |SpC
2 |Delay Poison |SRD
2 |Hydrate |Sand
2 |Cure Moderate Wounds |SRD
2 |Remove Paralysis |SRD
2 |Restoration, Lesser |SRD
2 |Stabilize |SpC
3 |Cure Serious Wounds |SRD
3 |Remove Blindness/Deafness |SRD
3 |Remove Disease |SRD
3 |Insignia of Healing |RoD
3 |Vigor |SpC
3 |Vigor, Mass Lesser |SpC
4 |Cure Critical Wounds |SRD
4 |Healthful Rest |SpC
4 |Neutralize Poison |SRD
4 |Restoration |SRD
4 |Revenance |CD
5 |Cure Light Wounds, Mass |SRD
5 |Darts of Life |CC
5 |Raise Dead |SRD
5 |Vigor, Greater |SpC
6 |Cure Moderate Wounds, Mass |SRD
6 |Heal |SRD
6 |Vigorous Circle | SpC
7 |Cure Serious Wounds, Mass |SRD
7 |Regenerate |SRD
7 |Resurrection |SRD
7 |Restoration, Greater |SRD
8 |Cure Critical Wounds, Mass |SRD
8 |Restoration, Mass |LM
9 |Heal, Mass |SRD
9 |True Resurrection |SRD[/TABLE]
Source: IMarvinTPA's Dungeons and Dragons Database (http://www.imarvintpa.com/dndlive/index.php)