Othesemo
2012-05-30, 07:01 PM
So, I was surfing through some old word files and I found this class. Apparently, I made it around three months ago (I've completely forgotten about it). Rereading it, I'm interested in completing it. Naturally, I've posted it here.
The Channeler
http://s14.postimage.org/ow7q5vm7l/Channeler.jpg
-I sympathize with you completely, friend. Unfortunately, nature tends to turn a blind eye to special cases, and I cannot deny her orders.
The powers of hell are not alone in their struggle for control of the races which populate the world. Whereas these fell entities may infuse mortals with the power to manipulate arcane forces through sheer will, other entities may act similarly, with a certain degree of personal flair, to better combat these creatures. Most curious, however, of these planar proxies, are those who embody not foreign planes, the personifications of various forces of the world, but the material plane herself, and all the life with which she teems. These creatures, known as channelers of nature, devote themselves to the protection of their home plane and the purging of all foreign incursions upon it.
Adventures: Channelers of Nature do not adventure in the common sense so much as they quest. The world is a wide place, and nature imbues few with her power. An individual channeler may be the sole member of his kind within a kingdom, and must personally protect it in its entirety.
Characteristics: The powers of the Channeler are similar to those of the warlock. Through Nature’s Wrath she may effectively replicate the most noteworthy power of the warlock, the Eldritch Blast. Unlike the warlock, however, she does not utilize invocations. Rather, she masters certain powers of nature which she may exercise at will. Unlike the warlock, who will often only know a few talents, she is capable of releasing devastating and diverse powers upon her foes.
Alignment: Although their creator and patron is undeniably true neutral, channelers are rarely anything but lawful in alignment- the dedication with which they approach their duties is beyond the scope of any normal being. They are equally likely to be good or evil, but either choice is rare. However, the rare chaotic channeler of nature does surface every few centuries.
Religion: Channelers tend to view deities as just one more incursion into the material plane. Although marginally more tolerant of them than of other outsiders, they never give service to the deities, as a rule.
Background: Many Channelers come into their power apparently randomly. Those who are chosen will wake to find themselves in a strange land, somehow knowing both the powers they have been granted and how they must use them. Rarely do channelers speak of their past, before this transformation, and none of them desire to return to it.
Race: Surprisingly, those races with strong dedications to nature are often less likely to be chosen as a channeler. Oftentimes, the most unlikely of candidites- a disenfranchised dwarven elder or a precocious half-orc youth- are chosen. This is largely believed to be because a channeler must be willing to leave all of their life behind to fight for the material plane’s cause. A candidate must have nothing to lose and no loose ends to leave behind to approach their duty with the zeal that is mandated.
Classes: Above all, channelers despise those who meddle with planar affairs. Warlocks in particular are often despised, and a channeler never loses an opportunity to fight one. Wizards with a tendency to muck about in other plains, or alienists, often provoke his ire as well. He often treats clerics and other non-druid divine casters with contempt, rarely being able to bring himself to respect them as any more than a “heal monkey.”
Role: Channelers tend to be potent battlefield controllers, utilizing Nature’s Fury to immobilize, poison or simply damage foes. They may provide limited healing and buffs to allies, but for the most part their role in the party is to make the other character’s jobs easier.
Game Rule Information:
Channelers have the following game statistics.
Abilities: Most useful to a channeler is his wisdom score, followed by his constitution score. Other abilities are largely unnecessary, though each may allow the channeler to aid the party more.
Alignment: Any
Hitdie: d8
Class Skills-
The Channeler’s class skills (and the key abilities) are as follows-
Autohypnosis (Wis), Channel* (Wis) Concentration (Con), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Survival (Wis), Spot (Wis)
Skill points at first level 4*(4+Int Mod)
Skill points at each additional level 4+Int Mod
*New Skill, see Nature's Wrath
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Path Level
1st|
+0|
+2|
+0|
+2|Nature's Wrath, Path Focus I |1
2nd|
+1|
+3|
+0|
+3|Nature's Blessing|1
3rd|
+2|
+3|
+1|
+3| Preemptive Reactions |2
4th|
+3|
+4|
+1|
+4|Disruptive Channeling|2
5th|
+3|
+4|
+1|
+4|Path Focus II|3/1
6th|
+4|
+5|
+2|
+5|Surmount Obstacle|3/1
7th|
+5|
+5|
+2|
+5||4/2
8th|
+6|
+6|
+2|
+6|Defensive Channeling |4/2
9th|
+6|
+6|
+3|
+6|Reality's Shadow|5/3
10th|
+7|
+7|
+3|
+7|Path Focus III|5/3/1
11th|
+8|
+7|
+3|
+7|Deny Power|6/4/1
12th|
+9|
+8|
+4|
+8|Destructive Channeling|6/4/2
13th|
+9|
+8|
+4|
+8|Local Mastery |7/5/2
14th|
+10|
+9|
+4|
+9| |7/5/3
15th|
+11|
+9|
+5|
+9|Path Focus IV|8/6/3/1
16th|
+12|
+10|
+5|
+10|Crushing Channeling|8/6/4/1
17th|
+12|
+10|
+5|
+10|Erase From Reality|9/7/4/2
18th|
+13|
+11|
+6|
+11||9/7/5/2
19th|
+14|
+11|
+6|
+11||9/7/5/3
20th|
+15|
+12|
+6|
+12|Path Mastery, Homeostasis|9/7/5/3[/table]
Class Features- All of the following are class features of the Channeler of Nature.
Weapon and Armor Proficiency- The channeler is proficient with all simple weapons as well as light armor and shields.
Nature’s Wrath (Su)- By focusing upon the fabric of the material plane, the Channeler may warp the reality around any target within 120 feet, dealing 1d8 points of damage plus 1d8 per two channeler levels beyond the first. Although this requires no attack roll, creatures affected may attempt a will save DC 10+# of Die+Wis Mod to take half damage. In addition, Nature’s Wrath may be imbued with other abilities through various paths, which are as follows-
The path of harmony studies the nature of the material plane and seeks to alter it to further it towards perfection. This path allows Nature’s Wrath to be used both to heal and to buff allies.
The path of defense focuses upon the protection of allies and the neutralization of enemies, and allows Nature’s Wrath to be utilized defensibly and as a means of battlefield control.
The path of destruction is devoted to the removal of all things unnatural which plague the earth, and grants Nature’s Wrath greater damage. A strong focus is placed upon the specific destruction of undead, outsiders, and aberrations, granting Nature’s Wrath additional power against these foes.
Finally, the path of spirit emphasises the personal perfection of the channeler himself, and grants a number of increasing passive bonuses to a variety of attributes, as well as the ability to channel his only essence through Nature’s Wrath, greatly increasing it’s potency (though at a cost).
Path Focus- All channelers learn to focus on a specific path of their art. Once made, the choice cannot be changed. Each path scales through 9 levels of abilities, each level granting a single passive bonus to the channeler himself, one bonus to Nature’s Wrath, and one ability which can be activated at will by the channeler, usable only if the channeler’s wisdom score is equal or greater than 10+the ability level. A new level is gained when the channeler’s channeling level (equal to his class level) reaches 3rd level and each second level afterwards (up to 17). The DC to resist a path ability is 10+Ability Level+Constitution Modifier,
Some abilities can be augmented by the channeler- at the channeler’s discretion, he may chose to make a channeling check DC 15+(Ability Level*2). If he succeeds, the ability is augmented as noted in the description, and he incurs a -2 cumulative penalty to all channeling checks done in the next minute. If he fails, he is fatigued and the ability has no effect, but he doesn’t take the penalty to channeling checks. If the ability in question is part of his second, third or fourth paths, he takes the same penalty to his channeling check as he does to his channeling level.
At fifth level, the channeler is able to begin studying a new path. This is functionally equivalent to his choice of path focus at 1st level, except that his channeling level is treated as being four lower than it is, for the purposes of determining the maximum level he has reached and the effects of some abilities. At tenth level, the same occurs, except that his channeling level for the new path is nine lower than normal. At fifteenth level, he learns his final path at channeling level -14.
Natural Health (Ex)- The Channeler’s connection to the natural world grants him a certain degree of resilience against its mundane dangers. The Channeler gains a +4 untyped bonus to all saves made to resist non-magical poisons and diseases. At 7th level, he becomes immune to nonmagical poisons and diseases, and gains a +4 untyped bonus to all saves against magical poisons and diseases.
Nature’s Blessing (Su)- Starting at 2nd level, the Channeler finds the forces of nature to be reticent to harm him. All animals and vermin start with an initial attitude of indifferent towards the channeler, and must be goaded (DC 20 Handle Animal) to attack him. This protection does not, however, extend to whatever companions the channeler may be travelling with.
Preemptive Reactions (Ex)- Starting at 3rd level, the Channeler may use his wisdom modifier instead of his dexterity modifier for initiative. In addition, he may add his wisdom modifier as a dodge bonus to AC when wearing light or no armor.
Disruptive Channeling (Su)- Starting at 4th level, the channeler may, as an immediate action in response to a spell being cast, attempt to sabotage the magic forming within the caster. He must make a channeling check, opposed by the caster’s concentration check. Should he succeed, the caster loses the spell. Should the Channeler lose, the whiplash from the failed attempt deals 1d6 subdual damage per each spell level of the spell to the Channeler, and he is shaken for 1 round. This ability is usable 1/encounter.
Surmount Obstacle (Su)- Starting at 6th level, the Channeler grows capable of briefly altering the fabric of reality to allow for his shortcomings. Once per day/6 class levels, as a free action, the Channeler may make a Channel check with a -20 penalty. The result, whether positive or negative, is added to the next skill check he makes within the next round. This bonus cannot apply to channel checks, and does not stack with itself.
Defensive Channeling (Su)- As a full-round action, the Channeler may make a single channeling check. For one round per point of wisdom modifier (Minimum 1), he gains a deflection bonus to his AC equal to the result of the check/5. This ability is usable 1/encounter.
Reality’s Shadow (Su)- Starting at 9th level, the channeler may chose to briefly move from reality. As a full-round action usable once per day, the channeler may become incorporeal (though not ethereal). While incorporeal, he is undetectable by normal senses. His own senses extend as normal into the world. This ability can be maintained for up to 1 minute/class level. However, each round spent in a stressful environment (such as a raging battle) requires the channeler to attempt a concentration check, DC 20+1 for each previous check. On a failed check, the channeler immediately reappears in the nearest unoccupied square.
Deny Power (Su)- Starting at 11th level, the Channeler’s miasmic presence weakens those who do not belong in the material plane. All undead, outsiders and abberations take a -4 penalty to attack, damage, AC, skill checks, and ability checks when within 100 ft. of the Channeler. The Channeler has no control over this power and may not turn it off. This ability’s benefit is halved when not on the material plane.
Destructive Channeling (Su)- Starting at 12th level, the Channeler may, as a standard action, make a channeling check. He may deal the result of this check as damage to any one object within five feet of him, ignoring hardness. An object destroyed through this ability winks from existence. Magic items may make a will save DC 16+Wis Mod for half damage. This ability is usable 1/encounter.
Local Mastery (Su)- When on the material plane, the Channeler is in full control of all that happens around him. He enjoys the constant benefits of a control weather spell, the affected area of which is mobile and follows him.
Crushing Channeling (Su)- Starting at 16th level, the Channeler may, as a full-round action, make a channeling check. He may then distribute negative levels equal to the result of the check/5 throughout all creatures within 100 ft. Undead and other creatures normally immune to negative levels are not affected by this ability, negatively or otherwise. This ability is usable 1/encounter.
Erase from Reality (Su)- Starting at 17th level, the Channeler may manipulate the folds of reality to envelop a creature, effectively erasing them from this reality. The creature must attempt a will save, DC 19+Wis Mod, or be removed from this reality and placed in a personal demiplane. This plane extends in twenty feet around him, and bears all the same features as he was surrounded with upon his removal from reality, including a presence or lack of oxygen, but not any sentient beings other than him. Time does not flow in this plane, and the creature will likely exist for eternity (or until a wizard can somehow learn the planar coordinates of the demiplane).
Path Mastery (Ex)- Starting at 20th level, the channeler automatically succeeds on all channel checks made to empower path abilities.
Homeostasis (Ex)- At twentieth level, the Channeler ceases to be vulnerable to outside forces, instead becoming perfectly balanced within himself. He gains spell resistance equal to 15+Class Level, DR 10/- and gains the effects of the Freedom of Movement spell as an extraordinary ability.
Change log
1.0- Copy-pasted from google docs, fixed some formatting issues
1.0.1- Moved Paths to separate post and sorted the abilities properly.
1.1- Lowered reflex save to low progression and added several new abilities to the Path of Destruction.
My main priority right now is to fill in the dead levels, and also to come up with more path abilities. Any suggestions for either of those (or critiques of stuff I've already made) are greatly appreciated!
The Channeler
http://s14.postimage.org/ow7q5vm7l/Channeler.jpg
-I sympathize with you completely, friend. Unfortunately, nature tends to turn a blind eye to special cases, and I cannot deny her orders.
The powers of hell are not alone in their struggle for control of the races which populate the world. Whereas these fell entities may infuse mortals with the power to manipulate arcane forces through sheer will, other entities may act similarly, with a certain degree of personal flair, to better combat these creatures. Most curious, however, of these planar proxies, are those who embody not foreign planes, the personifications of various forces of the world, but the material plane herself, and all the life with which she teems. These creatures, known as channelers of nature, devote themselves to the protection of their home plane and the purging of all foreign incursions upon it.
Adventures: Channelers of Nature do not adventure in the common sense so much as they quest. The world is a wide place, and nature imbues few with her power. An individual channeler may be the sole member of his kind within a kingdom, and must personally protect it in its entirety.
Characteristics: The powers of the Channeler are similar to those of the warlock. Through Nature’s Wrath she may effectively replicate the most noteworthy power of the warlock, the Eldritch Blast. Unlike the warlock, however, she does not utilize invocations. Rather, she masters certain powers of nature which she may exercise at will. Unlike the warlock, who will often only know a few talents, she is capable of releasing devastating and diverse powers upon her foes.
Alignment: Although their creator and patron is undeniably true neutral, channelers are rarely anything but lawful in alignment- the dedication with which they approach their duties is beyond the scope of any normal being. They are equally likely to be good or evil, but either choice is rare. However, the rare chaotic channeler of nature does surface every few centuries.
Religion: Channelers tend to view deities as just one more incursion into the material plane. Although marginally more tolerant of them than of other outsiders, they never give service to the deities, as a rule.
Background: Many Channelers come into their power apparently randomly. Those who are chosen will wake to find themselves in a strange land, somehow knowing both the powers they have been granted and how they must use them. Rarely do channelers speak of their past, before this transformation, and none of them desire to return to it.
Race: Surprisingly, those races with strong dedications to nature are often less likely to be chosen as a channeler. Oftentimes, the most unlikely of candidites- a disenfranchised dwarven elder or a precocious half-orc youth- are chosen. This is largely believed to be because a channeler must be willing to leave all of their life behind to fight for the material plane’s cause. A candidate must have nothing to lose and no loose ends to leave behind to approach their duty with the zeal that is mandated.
Classes: Above all, channelers despise those who meddle with planar affairs. Warlocks in particular are often despised, and a channeler never loses an opportunity to fight one. Wizards with a tendency to muck about in other plains, or alienists, often provoke his ire as well. He often treats clerics and other non-druid divine casters with contempt, rarely being able to bring himself to respect them as any more than a “heal monkey.”
Role: Channelers tend to be potent battlefield controllers, utilizing Nature’s Fury to immobilize, poison or simply damage foes. They may provide limited healing and buffs to allies, but for the most part their role in the party is to make the other character’s jobs easier.
Game Rule Information:
Channelers have the following game statistics.
Abilities: Most useful to a channeler is his wisdom score, followed by his constitution score. Other abilities are largely unnecessary, though each may allow the channeler to aid the party more.
Alignment: Any
Hitdie: d8
Class Skills-
The Channeler’s class skills (and the key abilities) are as follows-
Autohypnosis (Wis), Channel* (Wis) Concentration (Con), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Survival (Wis), Spot (Wis)
Skill points at first level 4*(4+Int Mod)
Skill points at each additional level 4+Int Mod
*New Skill, see Nature's Wrath
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Path Level
1st|
+0|
+2|
+0|
+2|Nature's Wrath, Path Focus I |1
2nd|
+1|
+3|
+0|
+3|Nature's Blessing|1
3rd|
+2|
+3|
+1|
+3| Preemptive Reactions |2
4th|
+3|
+4|
+1|
+4|Disruptive Channeling|2
5th|
+3|
+4|
+1|
+4|Path Focus II|3/1
6th|
+4|
+5|
+2|
+5|Surmount Obstacle|3/1
7th|
+5|
+5|
+2|
+5||4/2
8th|
+6|
+6|
+2|
+6|Defensive Channeling |4/2
9th|
+6|
+6|
+3|
+6|Reality's Shadow|5/3
10th|
+7|
+7|
+3|
+7|Path Focus III|5/3/1
11th|
+8|
+7|
+3|
+7|Deny Power|6/4/1
12th|
+9|
+8|
+4|
+8|Destructive Channeling|6/4/2
13th|
+9|
+8|
+4|
+8|Local Mastery |7/5/2
14th|
+10|
+9|
+4|
+9| |7/5/3
15th|
+11|
+9|
+5|
+9|Path Focus IV|8/6/3/1
16th|
+12|
+10|
+5|
+10|Crushing Channeling|8/6/4/1
17th|
+12|
+10|
+5|
+10|Erase From Reality|9/7/4/2
18th|
+13|
+11|
+6|
+11||9/7/5/2
19th|
+14|
+11|
+6|
+11||9/7/5/3
20th|
+15|
+12|
+6|
+12|Path Mastery, Homeostasis|9/7/5/3[/table]
Class Features- All of the following are class features of the Channeler of Nature.
Weapon and Armor Proficiency- The channeler is proficient with all simple weapons as well as light armor and shields.
Nature’s Wrath (Su)- By focusing upon the fabric of the material plane, the Channeler may warp the reality around any target within 120 feet, dealing 1d8 points of damage plus 1d8 per two channeler levels beyond the first. Although this requires no attack roll, creatures affected may attempt a will save DC 10+# of Die+Wis Mod to take half damage. In addition, Nature’s Wrath may be imbued with other abilities through various paths, which are as follows-
The path of harmony studies the nature of the material plane and seeks to alter it to further it towards perfection. This path allows Nature’s Wrath to be used both to heal and to buff allies.
The path of defense focuses upon the protection of allies and the neutralization of enemies, and allows Nature’s Wrath to be utilized defensibly and as a means of battlefield control.
The path of destruction is devoted to the removal of all things unnatural which plague the earth, and grants Nature’s Wrath greater damage. A strong focus is placed upon the specific destruction of undead, outsiders, and aberrations, granting Nature’s Wrath additional power against these foes.
Finally, the path of spirit emphasises the personal perfection of the channeler himself, and grants a number of increasing passive bonuses to a variety of attributes, as well as the ability to channel his only essence through Nature’s Wrath, greatly increasing it’s potency (though at a cost).
Path Focus- All channelers learn to focus on a specific path of their art. Once made, the choice cannot be changed. Each path scales through 9 levels of abilities, each level granting a single passive bonus to the channeler himself, one bonus to Nature’s Wrath, and one ability which can be activated at will by the channeler, usable only if the channeler’s wisdom score is equal or greater than 10+the ability level. A new level is gained when the channeler’s channeling level (equal to his class level) reaches 3rd level and each second level afterwards (up to 17). The DC to resist a path ability is 10+Ability Level+Constitution Modifier,
Some abilities can be augmented by the channeler- at the channeler’s discretion, he may chose to make a channeling check DC 15+(Ability Level*2). If he succeeds, the ability is augmented as noted in the description, and he incurs a -2 cumulative penalty to all channeling checks done in the next minute. If he fails, he is fatigued and the ability has no effect, but he doesn’t take the penalty to channeling checks. If the ability in question is part of his second, third or fourth paths, he takes the same penalty to his channeling check as he does to his channeling level.
At fifth level, the channeler is able to begin studying a new path. This is functionally equivalent to his choice of path focus at 1st level, except that his channeling level is treated as being four lower than it is, for the purposes of determining the maximum level he has reached and the effects of some abilities. At tenth level, the same occurs, except that his channeling level for the new path is nine lower than normal. At fifteenth level, he learns his final path at channeling level -14.
Natural Health (Ex)- The Channeler’s connection to the natural world grants him a certain degree of resilience against its mundane dangers. The Channeler gains a +4 untyped bonus to all saves made to resist non-magical poisons and diseases. At 7th level, he becomes immune to nonmagical poisons and diseases, and gains a +4 untyped bonus to all saves against magical poisons and diseases.
Nature’s Blessing (Su)- Starting at 2nd level, the Channeler finds the forces of nature to be reticent to harm him. All animals and vermin start with an initial attitude of indifferent towards the channeler, and must be goaded (DC 20 Handle Animal) to attack him. This protection does not, however, extend to whatever companions the channeler may be travelling with.
Preemptive Reactions (Ex)- Starting at 3rd level, the Channeler may use his wisdom modifier instead of his dexterity modifier for initiative. In addition, he may add his wisdom modifier as a dodge bonus to AC when wearing light or no armor.
Disruptive Channeling (Su)- Starting at 4th level, the channeler may, as an immediate action in response to a spell being cast, attempt to sabotage the magic forming within the caster. He must make a channeling check, opposed by the caster’s concentration check. Should he succeed, the caster loses the spell. Should the Channeler lose, the whiplash from the failed attempt deals 1d6 subdual damage per each spell level of the spell to the Channeler, and he is shaken for 1 round. This ability is usable 1/encounter.
Surmount Obstacle (Su)- Starting at 6th level, the Channeler grows capable of briefly altering the fabric of reality to allow for his shortcomings. Once per day/6 class levels, as a free action, the Channeler may make a Channel check with a -20 penalty. The result, whether positive or negative, is added to the next skill check he makes within the next round. This bonus cannot apply to channel checks, and does not stack with itself.
Defensive Channeling (Su)- As a full-round action, the Channeler may make a single channeling check. For one round per point of wisdom modifier (Minimum 1), he gains a deflection bonus to his AC equal to the result of the check/5. This ability is usable 1/encounter.
Reality’s Shadow (Su)- Starting at 9th level, the channeler may chose to briefly move from reality. As a full-round action usable once per day, the channeler may become incorporeal (though not ethereal). While incorporeal, he is undetectable by normal senses. His own senses extend as normal into the world. This ability can be maintained for up to 1 minute/class level. However, each round spent in a stressful environment (such as a raging battle) requires the channeler to attempt a concentration check, DC 20+1 for each previous check. On a failed check, the channeler immediately reappears in the nearest unoccupied square.
Deny Power (Su)- Starting at 11th level, the Channeler’s miasmic presence weakens those who do not belong in the material plane. All undead, outsiders and abberations take a -4 penalty to attack, damage, AC, skill checks, and ability checks when within 100 ft. of the Channeler. The Channeler has no control over this power and may not turn it off. This ability’s benefit is halved when not on the material plane.
Destructive Channeling (Su)- Starting at 12th level, the Channeler may, as a standard action, make a channeling check. He may deal the result of this check as damage to any one object within five feet of him, ignoring hardness. An object destroyed through this ability winks from existence. Magic items may make a will save DC 16+Wis Mod for half damage. This ability is usable 1/encounter.
Local Mastery (Su)- When on the material plane, the Channeler is in full control of all that happens around him. He enjoys the constant benefits of a control weather spell, the affected area of which is mobile and follows him.
Crushing Channeling (Su)- Starting at 16th level, the Channeler may, as a full-round action, make a channeling check. He may then distribute negative levels equal to the result of the check/5 throughout all creatures within 100 ft. Undead and other creatures normally immune to negative levels are not affected by this ability, negatively or otherwise. This ability is usable 1/encounter.
Erase from Reality (Su)- Starting at 17th level, the Channeler may manipulate the folds of reality to envelop a creature, effectively erasing them from this reality. The creature must attempt a will save, DC 19+Wis Mod, or be removed from this reality and placed in a personal demiplane. This plane extends in twenty feet around him, and bears all the same features as he was surrounded with upon his removal from reality, including a presence or lack of oxygen, but not any sentient beings other than him. Time does not flow in this plane, and the creature will likely exist for eternity (or until a wizard can somehow learn the planar coordinates of the demiplane).
Path Mastery (Ex)- Starting at 20th level, the channeler automatically succeeds on all channel checks made to empower path abilities.
Homeostasis (Ex)- At twentieth level, the Channeler ceases to be vulnerable to outside forces, instead becoming perfectly balanced within himself. He gains spell resistance equal to 15+Class Level, DR 10/- and gains the effects of the Freedom of Movement spell as an extraordinary ability.
Change log
1.0- Copy-pasted from google docs, fixed some formatting issues
1.0.1- Moved Paths to separate post and sorted the abilities properly.
1.1- Lowered reflex save to low progression and added several new abilities to the Path of Destruction.
My main priority right now is to fill in the dead levels, and also to come up with more path abilities. Any suggestions for either of those (or critiques of stuff I've already made) are greatly appreciated!