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View Full Version : I Like Fighting Monsters; Their Corpses Feed my Garden (3.5 Base Class, WIP PEACH)



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!

Othesemo
2012-05-31, 02:32 PM
Paths

Path of Harmony
First Level:

Nature’s Carress- At the Channeler’s discretion, his Nature’s Wrath ability may, instead of dealing damage, heal 1d6 points of damage per die that it normally deals. This is not a positive energy effect, and thus affects all creatures equally, even constructs.
Inspiration- As a standard action, the Channeler may grant any one ally within 10 ft. per Channeler level a number of temporary hit points equal to hit Channeler level. These hit points last for one minute per Channeler level.

Second Level:
Empowering Force- Once per day, the Channeler may use his Nature’s Wrath ability to give a +4 enhancement bonus to any ability score of the affected creature. This benefit lasts for 1 minute per channeling level.
Instill Harmony- 1/day the Channeler may replicate the spell Calm Emotions, centered upon himself. Spell Resistance does not apply to this ability, although a successful will save nonetheless negates it.
Empower: Creatures remain affected by this ability even after exiting the area of the spell.

Third Level:
Reassuring Presence- The very presence of a channeler of harmony can reassure allies, bringing about a sense of peace and calm. All allies within 60 ft. of the Channeler gain a +2 morale bonus to attacks, damage, skill checks and ability checks. This bonus increases by a further +2 for each five levels beyond fifth. This ability is not hampered by Instill Harmony.
Aura of Catharsis- 1/day, the Channeler may attempt to purge negative effects from all allies within 30 ft.. All non-magical diseases and poisons are immediately removed from those allies affected, and all fear effects are removed. If the target is under the effect of a harmful spell or spell-like-ability, they may attempt a new saving throw against it (as per the Resurgence spell). Creatures with negative levels immediately lose 1d4 of them. Creatures affected by this ability are also immune to fear effects for 1 minute per channeling level (maximum 10).

Fourth Level:
Perfect Freedom As a Swift action, the Channeler may grant any ally (including himself) within 10 ft. per Channeler level the benefits of the spell Freedom of Movement for a duration of one round.
Empower: The effect instead lasts for one round per Channeler level.
Nature’s Endurance- The channeler may manifest his Nature’s Wrath ability to grant up to one ally per every three channeling levels since first an untyped +4 bonus to his next four saving throws. After each saving throw, whether successful or not, this bonus decreases by 1. This ability lasts for 1 hour/Channeling level or until the targets have made 4 saving throws.
Empower: The bonuses do not decrease after successive saving throws. This power still only affects four saves.

Fifth Level-
Fanatic Strength- 1/day, the Channeler may manifest his Nature’s Wrath ability to bestow the spell Righteous Might upon one creature.
Gale- As a standard action, the Channeler may replicate the effects of the spell Control Winds, except that the spell is automatically centered on his person, and moves as he does. This effect may be ended as a swift action, and is usable once per encounter.

Sixth Level-
Call to the Fight- The channeler is able to perform a special ritual to return the soul to the body. This ritual takes one hour of constant concentration from the channeler- if the channeler is at any time disturbed during this ritual, he must begin again. At the end of this hour, the channeler cuts himself with a sacrifical knife, immediately taking one half of his maximum HP in lethal damage. After this is performed, the soul is forced back into the body, returning it to life. This functions as the spell 'Ressurection.' Damage taken from this ability cannot be healed magically, and automatically bypasses regeneration and damage reduction.

Seventh Level-
Perfection- Allies within 60 ft. of the channeler gain a +4 perfection bonus to all abilities, AC, attack and damage for 1 round/channeling level. This ability is a swift action to activate and is usable 1/day.
Empower: The bonus increases to +6, and all affected creatures gain frightful presence as per the dragon ability.

Eighth Level-

Ninth Level-

Path of Spirit

First Level-
Natural Protection- Reality tends to turn a merciful eye towards her followers. The Channeler gains DR 1/- while on the material plane.

Second Level-
Intrinsic Knowledge- The channeler’s close link to the natural world gives him an uncanny intuition with it. He gains a bonus to Knowledge (Nature) checks equal to his channeling level, and may use his wisdom modifier as the key ability for knowledge (nature) checks.


Third Level-

Fourth Level-
Shield of Perfection- The Channeler is protected by a thin shield surrounding his body, the manifestation of reality’s efforts to protect him. All poisons and diseases, whether magical in nature or not, which come into contact with him are automatically neutralized. In addition, the Channeler is surrounded by a corona of fresh air at all times, permitting him to breath under water as well as making him immune to spells such as Cloudkill.

Fifth Level-
Single-Minded Devotion- The channeler’s dedication to his cause renders attempts to control him nearly impossible. The Channeler gains a +6 untyped bonus to all saving throws made to resist mind-affecting spells or abilities.

Sixth Level-
Warding of Reality- When on the material plane, the fabric of the plane itself blocks attempts to harm the Channeler. All melee attacks aimed against the channeler have a 50% miss chance. This ability only functions on the Material Plane.

Seventh Level-
Body of Earth- So infused within the nature of the material plane is the channeler that his body ceases to be entirely organic in nature. Rather, it is a manifestation of the plane itself. The Channeler gains immunity to critical hits and precision damage, as well as Regeneration 5.

Eighth Level-

Ninth Level-

Path of Defense

First Level-
Perfect Shield- Once per day, the channeler may grant all allies within 30 ft. the benefits of the entropic shield spell for 1 round/Channeler level.
Empower- this ability instead grants all attacks against affected allies a 20% miss chance.


Second Level-
Shell- The Channeler gains a chitinous carapace which protects him from attacks. He gains a natural armor bonus equal to 2+1/3 of his channeling level.

Third Level-
Nature’s Defense- The Channeler may chose to manifest Nature’s Fury to protect a single ally. Blocking vines and buffets of wind grant all melee and ranged attacks against that ally a 25% miss chance for 1 round/channeling level (maximum 10).

Fourth Level-
Nature's Blessing- As a full-round action, the channeler may grant any creature the benefits of the spell Freedom of Movement for a number of rounds equal to his channeling level.
Empower- This ability instead lasts for minutes equal to his channeling level.

Fifth Level-
Retributive Shielding- The channeler is able to channel Nature's Wrath so as to form a barrier around any creature. This ability may grant either a +6 shield bonus to AC, or 25% cover. Should any creature so affected take damage in melee, his attacker must make a will save or be dealt damage equal to half of the damage inflicted on the shielded creature. On a successful save, the attacker takes no damage. This ability lasts for one round per channeling level.

Sixth Level-
Indomitable- The Channeler becomes immune to critical hits as well as precision damage. In addition, he gains the ability to reroll a fortitude save once per day after having rolled but prior to learning the result. He must take the second roll.

Seventh Level-
Denial- Once per encounter, The Channeler may ignore the negative effects of any one spell or spell-like ability. This ability may negate any spell targeting the Channeler. If this ability is used on an ongoing effect, the Channeler is instead unaffected by the spell for 1d4+1 rounds. This ability functions in an anti-magic field

Eighth Level-
Binding- Any creature damaged by Nature's Wrath must succeed a will save or be affected by Dimensional Anchor, caster level equal to the Channeler's channeling level.

Awe- Once per day, the Channeler may surround himself with a shimmering field of energy with a radius of up to five feet per channeling level. All living creatures must succeed a will save or be unable to enter the area of the ability. Creatures already within the field may leave without penalty, but are not permitted to return. This ability lasts for one round per channeling level.

Ninth Level-
Rebound- Once per day, when any attack would kill the channeler, it instead has no effect. This ability functions against damage (taking lethal damage that would decrease your health to -10), decapitation (such as being struck by a vorpal weapon) and spell (or spell-like) effects (for example, power word kill). If the channeler is unconscious, this ability automatically activates when appropriate.


Path of Destruction

First Level-
Touch of Destruction- When using Nature's Wrath (but not any other Path Ability), you deal extra damage equal to your channeling level.

Second Level-
Fist of Nature- The channeler may manifest Nature's Wrath as a projectile in the shape of a wooden fist. This ability deals the same damage as Nature's Wrath, but requires line of effect. Any creature damaged by this ability must make a fortitude save (DC 10+1/2 Channeling Level+Wis Mod) or be knocked prone.

Third Level-
Burst of Power- At the Channeler's discretion, Nature's Wrath may either target a single creature as normal, or be manifested as a 15 ft. cone. If the latter option is chosen, Nature's Wrath deals d6 damage instead of d8, and no additional path abilities may be used. Touch of Destruction still activates, regardless of which option is chosen.

Fourth Level-
Swift Destruction- 1/encounter, the Channeler may use Nature's Wrath as a swift action. Any path ability normally usable on Nature's Wrath functions as normal (if no ability is applied, Touch of Destruction may be used).

Fifth Level-
Natural Warding- 3/day, the Channeler may manifest a 50 ft. radius aura which banishes unnatural creatures within its radius. All undead, outsiders and aberrations within the area must make a will save or immediately attempts to flee the area of the ability. If they are unable to, they instead cower. These creatures must also make a will save to enter the radius of the aura. This ability can be maintained as long as the Channeler concentrates, up to 1 round/channeling level.
Empower: This ability may be maintained for up to 1 minute per channeling level instead.

Sixth Level-
Purging- 1/day, the Channeler may manifest his Nature’s Wrath to replicate the effects of the spell Greater Dispel Magic. Treat his caster level as being equal to his channeling level.
Return to the Origin- 3/day, the Channeler may attempt to banish summoned creatures or outsider within 30 ft. This functions as the Dismissal spell, except that it may affect multiple creatures, and also banishes summoned creatures (whether or not the summoned creature is native to another plane).
Empower: The creature’s HD is treated as four lower than it is for the purposes of determining the save DC.

Seventh Level-
Lingering Wrath- Creature’s affected by Nature’s Wrath continue to take damage from it for rounds equal to the Channeler’s channeling level/2. Each successive round after the first deals 2d8 less damage. This damage does not stack. However, multiple uses of Nature's Wrath reset the damage.

Eighth Level-
Maelstrom- 1/encounter, the channeler may manifest Nature's Wrath as four 100 ft. lines emanating from his square, each of which deals normal damage to all creatures along its path (reflex save for half damage). These lines need not be in the same direction. In addition, these lines linger in the air for 1 round/4 channeling levels. All creatures standing in these squares at the beginning of your turn must make a reflex save or take your full nature's wrath damage again (on a successful reflex save, the damage is halved).

Ninth Level-
Annihilation- Once per day, the Channeler may utterly exhaust his power in a single explosion of force. All creature's within 25 ft./Channeling level automatically take double Nature's Wrath damage and are stunned for one round. In addition, all creature's affected by this ability must succeed a fortitude save or be hurled 10 ft./channeling level into the air (and falling as appropriate). Flying creatures receive no save against this ability, and instead have their altitude increased by the same amount.

After using this ability, the channeler is dazed for 1d4-1 (minimum 1) rounds.

Othesemo
2012-05-31, 02:57 PM
Alright, I've sorted out the paths, and I'll probably be working furiously on making more over the next hour. Feel free to start PEACHing!

eftexar
2012-05-31, 10:37 PM
This is a pretty solid casting chasis, for not actually having spells. I would say it is solid high-tier 3, if not tier 2 (more for its massive number of options than for the power of its individually abilities, though if there are more limited use abilities I could be proven wrong), druid replacement. I do have one problem however, the presence of all good saves is a no-no in my book.

I would definitely give it a try if I didn't have a million other classes to play test (so many classes, so few games).

Othesemo
2012-05-31, 11:52 PM
This is a pretty solid casting chasis, for not actually having spells. I would say it is solid high-tier 3, if not tier 2 (more for its massive number of options than for the power of its individually abilities, though if there are more limited use abilities I could be proven wrong), druid replacement. I do have one problem however, the presence of all good saves is a no-no in my book.

I would definitely give it a try if I didn't have a million other classes to play test (so many classes, so few games).

Thanks. 2-3 is about what I was aiming for, so I'm glad to know that I got close. I'm thinking that it will probably end up closer to the former once I actually get all of the path abilities in place.

Speaking of which, I've added in some stuff for the Path of Destruction. I've also thought a bit, and I'm inclined to agree about the all-good saves. I'll drop Reflex down.

Do you have any ideas for filling the dead levels? I'm mostly focusing on filling the paths, but I do need to do that at some point.

Kane0
2012-06-01, 02:28 AM
Very nice. Seems well balanced and pretty flavorful.

I cant say anything on its balance from here, but I can suggest you playtest it out a bit. Play a game or two with it and tweak as you go, that has been the best thing for my 'brews.

If you need help with dead levels feel free to pick and choose anything from my own homebrew with my blessing, whatever suits your taste.

eftexar
2012-06-01, 05:42 PM
I'm really not sure if you need to fill in the 'dead' levels. The paths are pretty extensive and offer quite a bit on top of your other abilities. And I think anything else at the higher levels might make the class top-heavy. I suppose maybe an ability at 18 or 19 might be order.

Othesemo
2012-06-02, 11:49 PM
I'm really not sure if you need to fill in the 'dead' levels. The paths are pretty extensive and offer quite a bit on top of your other abilities. And I think anything else at the higher levels might make the class top-heavy. I suppose maybe an ability at 18 or 19 might be order.

Those levels are my main concern, yes. Over them, you gain one level in your weakest path, and nothing else. I want the class to be solid over all twenty levels- as is, the last three are a bit... sub-par. You've already got the most powerful path abilities you're going to get, and I don't think the capstone is worth three levels.

Othesemo
2012-06-05, 11:34 PM
Alright, I've added in a few more path abilities. I should have the paths full by tomorrow.

I'm still thinking on abilities to fill the 18-19 gap. I'll get back to that when I think of something.

eftexar
2012-06-06, 04:13 PM
I though I would throw out a couple of ideas for 18th and 19th level.

What about becoming a fey?
Some sort of once a day get out of death for free card.
Immunities to something.
Some sort of small bonus (if you are worried of becoming too top heavy)

Othesemo
2012-06-06, 04:17 PM
I though I would throw out a couple of ideas for 18th and 19th level.

What about becoming a fey?
Some sort of once a day get out of death for free card.
Immunities to something.
Some sort of small bonus (if you are worried of becoming too top heavy)

You can get the second option through the Path of Defense (I added it in yesterday). Hmm... perhaps frightful presence? Barring that, your fey idea could work (though that seems more capstonish than anything). I could always move Path Mastery down to 18th level, and then add in the fey thing at 20th.

zorenathres
2012-07-06, 11:40 PM
diggin the class & i just want to let you know i am trying it in a game at home, my GF likes the class since its a more simplified "caster" (she chose the path of harmony) in line with what she wanted out of a character. so thank you for the work!

EDIT: I am making an E6 campaign & would really like to use an E6 variant of the channeler, do you have plans to make a variant?