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View Full Version : The Shade Channeler 3.5 Base Class



Silva Stormrage
2012-11-30, 05:17 PM
The Shade Channeler
http://fc06.deviantart.net/fs39/i/2008/366/2/c/Necromancer_Concept_by_DenjinPrime.jpg
"Interesting. I can sense how many creatures perish in this world. The number is staggering, we are nearing one hundred thousand for today alone. I wonder how people can be so foolish and stupid to die that easily and in such number. Then I remember there are people like you who just rush to their pointless death hoping for a fleeting moment of glory. Foolish heroes, only death is eternal!"
-Santu the Vile battling a group of adventurers

Death is natural, death is a part of every living creature. Even immortal gods perish after millenia. Shade Channelers are those who harness the power of the recently deceased. Powerful masters of undead Shade Channelers often have a small army of powerful undead following them.

Adventures: A Shade Channeler may have many different reasons to adventure. A Shade Channeler may choose to adventure to help ease the pain of death around the world. Maybe he has a grand desire to reduce the amount of death in the world or to remove death entirely from the world. Maybe an Evil Shade Channeler wishes to spread more death and being an adventurer leads him to many sites of mass death where his power grows.

Characteristics: Shade Channelers are casters of great power. They may not have the dedication or the sustainability of other casters but they gain versatility and an impressive horde of undead at their beck and call.

Alignment: Shade Channelers can be any type of alignment though most tend towards neutral. Some good aligned Shade Channelers travel the world trying to ease the pain of death for others, reduce the amount of death around the world. Evil Shade Channelers almost always attempt to cause more and more death around them. Wether through subtly manipulating politicians to go to war or declaring open war on kingdoms with a horde of undead behind them. They then often use the power gained from such wars to bolster their own power or further their own goals.

Religion: Most Shade Channelers follow a god of death such as Wee Jas or Nerull. Some decide to follow their lives to a god of life and energy to try to counteract the spread of death but those are far and few between.

Background: Through either training, close contact with undead or spirits or some other way Shade Channelers become connected with the death of the world. They harness the power of those briefly departed and thus become harbingers for those who have fallen or devastating conquers whose power grows with each village overtaken. Many good and neutral aligned Shade Channelers become somewhat cold and depressed as their outlook on the world becomes somewhat blunt and cold. A Shade Channeler who can keep his hopes high despite feeling the pull of death all around them is truly an optimistic person.

Races: Any race with a short life span is prone to becoming a Shade Channeler. Those who grow up unscathed by the touch of death tend to avoid becoming attuned to the spirit world. Such that races such as Elves and other long lived races will not often become Shade Channelers. Elans and outsiders almost never become Shade Channelers unless they spend a lot of their time around numerous dying humanoids or other sentient creatures.

Other Classes: Many paladins and clerics despise Shade Channelers as they associate all undeath with evil grave robbers. Many druids however tend to accept Shade Channelers if they are not to enthusiastic about raising the dead due to the Shade Channelers acceptance of death as a natural order. Most other classes treat Shade Channelers as any other necromancer, however many see them as grim and depressing at times.

Role: The Shade Channeler is a primary caster who has incredible control over necromancy and the undead. He can focus on animating hordes of undead and coordinating them into a strike force of doom as he weakens and hampers opponents from afar.

Abilities: Charisma is without a doubt the most important ability for a Shade Channeler as it determines their spell dc's, bonus spirit points, rebuke attempts, and a number of their class features. Con is of importance early levels but if they become undead as most Shade Channelers do it loses some value. Dexterity is important as many necromancy spells are rays and require ranged touch attacks.


Hit Die: d8

Starting Gold: As wizard.


Class Features

Class Skills: The Shade Channeler's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int) , Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Hide (Dexterity), Intimidate (Cha), Knowledge (All Taken Individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)


Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spirit Points
Spell Level


1st

+0

+2

+0

+2
Spirit Channeling, Rebuke Undead, Soul Harvest, Death Sense, Undead Tactic I
6
1st


2nd

+1

+3

+0

+3
Corpse Crafter
10
1st


3rd

+2

+3

+1

+3
Undead Tactic II
15
2nd


4th

+3

+4

+1

+4
Spirit Boon I, Efficient Control (1)
21
2nd


5th

+3

+4

+1

+4
Undead Tactic III,Horde Empowerment, Bonus Feat
28
3rd


6th

+4

+5

+2

+5
Spirit Boon II, Form of Death (I)
36
3rd


7th

+5

+5

+2

+5
Undead Tactic IV, Transfer Target (1/Day)
45
4th


8th

+6/+1

+6

+2

+6
Soul Tether, Spirit Boon III, Efficient Control (2)
54
4th


9th

+6/+1

+6

+3

+6
Undead Tactic V, Alternate Source
62
5th


10th

+7/+2

+7

+3

+7
Custom Horde I, Spirit Boon IV, Bonus Feat
75
5th


11th

+8/+3

+7

+3

+7
Undead Tactic VI, Ranged Animation
89
6th


12th

+9/+4

+8

+4

+8
Spirit Boon V, Efficient Control (3),Form of Death (II), Transfer Target (2/Day)
104
6th


13th

+9/+4

+8

+4

+8
Undead Tactic VII, Custom Horde II
120
7th


14th

+10/+5

+9

+4

+9
Spirit Boon VI, Horde Perfection
137
7th


15th

+11/+6/+1

+9

+5

+9
Undead Tactic VIII, Bonus Feat
155
8th


16th

+12/+7/+2

+10

+5

+10
Custom Horde III, Spirit Boon VII, Dread Army, Efficient Control (4)
174
8th


17th

+12/+7/+2

+10

+5

+10
Undead Tactic IX, Transfer Target (3/Day)
194
9th


18th

+13/+8/+3

+11

+6

+11
Spirit Boon VIII, Form of Death (III)
215
9th


19th

+14/+9/+4

+11

+6

+11
Undead Tactic X, Custom Horde IV
235
9th


20th

+15/+10/+5

+12

+6

+12
Bonus Feat, Spirit Boon IX, Efficient Control (5), Embodiment of Death
261
9th



Weapon and Armor Proficiencies: Shade Channelers are proficient with all simple weapons and one martial weapon of their choice (Usually a scythe), chosen at the first level. They are proficient in all light armors and with all shields except for the tower shield.

Spells A Shade Channeler casts spells drawn from the Shade Channeler spell list (See the Spirit Channeling class feature below). He casts spells spontaneously from any spell he has available to him. To cast a spell a Shade Channeler needs a charisma score of 10+ the spell level. The difficulty class for a saving throw against a spell cast by a Shade Channeler is 10+the spell level + the Shade Channeler's charisma modifier. A Shade Channeler does not cast by expending spell slots but instead channels the energy of the recently departed to cast his spells. Any prestige class that advances casting advances the Shade Channeler's Spirit Point progression and his maximum spell level at every level where it would normally progress spell casting. The Shade Channeler's spells are neither arcane or divine, though they do not have arcane spell failure.

Spirit Channeling: The Shade Channeler does not cast spells by expending his own energy, he simply molds the energy of the world's recently deceased. Spirit Points are the Shade Channeler's ability to manipulate the energy of the dead and to use their power. The Shade Channeler gains a bonus on Spirit Points equal to his charisma modifier multiplied by his class level. The Shade Channeler can regain Spirit Points just like a caster normally regains spell slots, after eight hours of rest. Casting a spell functions as normal but instead of expending a spell slot the Shade Channeler expends a number of Spirit Points equal to double the spell level of the spell. The Shade Channeler can never have more Spirit Points than his maximum, the number indicated by his class level + his charisma modifier * class level. A Shade Channeler can not modify his spells with metamagic feats.

The Shade Channeler does not have a spell list like normal casters. Instead whenever he refreshes his spirit energy he calls certain spells that he will have available for the day. For every spell that the Shade Channeler calls for that day he must expend Spirit Points equal to triple the spell level of the spell. He may never call more than three spells available per spell level. The Shade Channeler may call any spell from the Necromancy school from either the Bard, Cleric, Druid or Wizard/Sorcerer list or any spell from the Conjuration school that is on the Wizard/Sorcerer spell list. In addition, at first level the Shade Channeler can choose to call spells from an additional school on the Wizard/Sorcerer spell list, either, Evocation Illusion, Divination or Abjuration. Once the Shade Channeler makes this choice it can't be changed even with a wish or a miracle. Finally, the Shade Channeler also gains the following spells added to his spell list, Desecrate, Unhallow, Death Ward. For necromancy spells if the spell exists on multiple lists use the lowest version.

As a Shade Channeler gains power based on the recently deceased in the world they gain more power when death's are above average and less when deaths are below average. If a Shade Channeler spends significant time in an area of great death he also can harvest more energy if he replenishes his Spirit Points within the next 24 hours. Similarly if he spends significant time in an area of low death his power declines. This is up to a DM to decide but I will make a table to illustrate some guidelines. If the DM feels that the campaign world would make this feature unbalanced he may not use it in the setting.




Event
Spirit Point %


Spending an hour near a recent (Within the week) small scale battlefield
120%


Spending an hour near a recent (Within the week) large scale battlefield
150%


Spending full day in a large country where death is either non existent or very very minimal
25%


Spending a full day in a particular city where death is either non existent or very minimal
80%


A global plague (The Black Death) sweeps across the land
140%


A war starts between two nearby medium sized nations
110%


A war starts between two nearby large nations
120%


A world wide conflict
150%





Death Sense: (Ex) The Shade Channeler feels death around him and can sense when a creature dies near him. The Shade Channeler feels out in an aura of 100ft per class level. If any creature dies within the area the Shade Channeler can feel his soul escaping and can pinpoint not only the location of the death but also the general cause. The Shade Channeler can only determine general information from a death sensed through this class feature. A Shade Channeler can feel a person was murdered within the area but can't tell by what or how, he can't determine it was done by Bob the butler with a knife, who lives on 123 Main Street on the 3rd floor.

In addition the Shade Channeler has a general feel for the death in the world though it is much less accurate than his aura explained above. He automatically knows the number of people who have died that day and can generally determine roughly what causes the deaths in the world. Thus for example a Shade Channeler may know that around 25% of the deaths were caused by disease 30% due to monster attacks or murder 10% due to old age and 35% to war. He can't determine the percentage of people that died to anything specific like a particular kind of disease or a particular war going on.

Rebuke Undead: The Shade Channeler can rebuke undead as a cleric of equal level a number of times equal to 3 + his charisma modifier.

Soul Harvest (Su): As a swift action the Shade Channeler can attempt to harvest the essence of those recently fallen more effectively. If any creature within 10ft/class level dies within the next round the Shade Channeler gains a number of Spirit Points equal to 1/2 of the Shade Channeler's class level (round up). The Shade Channeler can gain at most a number of Spirit Points equal to his class level in a single round. This ability only works on sapient creatures (those with an intelligence score of 3 or higher). This ability can be used a number of times per day equal to 1/2 the Shade Channeler's Class level (Minimum 1).

Corpse Crafter: At second level the Shade Channeler gains Corpse Crafter as a bonus feat.

Undead Tactics: The Shade Channeler is proficient with commanding hordes of undead. The Shade Channeler can preform a special maneuver or tactic with undead under his control. At first level and every 2 levels after that the Shade Channeler can select a tactic from the list below. A tactic with the (Horde) tag affects all undead within line of sight. A tactic with the (Platoon) tag affects all undead within line of sight up to a number of undead equal to 1 + 1/3rd of the Shade Channeler's caster level for necromancy spells. A tactic with the (Commander) tag only affects a single undead. All tactics are standard actions. A Shade Channeler may use one Horde Tactic, Platoon Tactic and Commander Tactic every 5 rounds. Such that if a Shade Channeler used a horde tactic he must wait 5 rounds before using another horde tactic. The following round he could use a commander tactic instead of a horde tactic though, thus causing him to wait 5 more rounds to use another commander tactic. All tactics unless otherwise noted only affect undead controlled by the Shade Channeler through animate dead and similar spells or their rebuke/command undead ability.

Tactics

Coordination Tactics

Maneuver Undead (Horde)
Prerequisite: None
Benefit:All undead affected by this tactic can instantly move 5ft as if by a 5ft step. They can take this movement even if they could not normally take a 5ft step due to their terrain. This does not count as their 5ft step for the round and does not prevent them from taking another on their turn.

Warp Commander (Commander)
Prerequisite: Maneuver Undead
Benefit:Any undead affected by this tactic teleports instantly to one undead under your control. Both the undead affected by this tactic and the undead to which it is teleporting to must be within LOS of the Shade Channeler.
Special: This tactic is a supernatural ability

Reposition (Platoon)
Prerequisite: Maneuver Undead
Benefit:All undead affected by this tactic can switch places with any other undead targeted with this ability instantly.
Special: This tactic is a supernatural ability

Quick Deployment (Platoon)
Prerequisite: Reposition or Warp Commander
Benefit:All undead affected by this tactic gain a move action that must be taken immediately.

Mass Deployment (Horde)
Prerequisite: Quick Deployment
Benefit:All undead affected by this tactic gain a move action that must be taken immediately. However, when the undead move they teleport to their location without provoking AOO's.
Special: This tactic is a supernatural ability.


Bulwark Tactics

Defensive Line (Platoon)
Prerequisite: None
Benefit:All undead affected by this tactic gain a shield bonus to ac equal to the number of undead you control adjacent to them. This bonus lasts 2 rounds and fluctuates based on how many undead you control that are currently adjacent to them.

Pawn Shield (Commander)
Prerequisite: Defensive Line
Benefit: For one round all spells or attacks that require attack rolls directed at the Shade Channeler are instead redirected to the undead affected by this tactic.
Special: This tactic can only select an undead creature adjacent to the Shade Channeler. Also it is only a move action to activate instead of a standard.

Unifying Spirit Link (Horde)
Prerequisite: Defensive Line
Benefit: All undead affected by this tactic gain turn resistance equal to the number of undead you control within 30ft of them. To a maximum of the Shade Channeler's Charisma Modifier. This increase in turn resistance lasts for 5 rounds.
Special: This tactic is a supernatural ability.

Improved Defensive Line (Horde)
Prerequisite: Unifying Spirit Link or Pawn Shield
Benefit:All undead affected by this tactic gain a deflection bonus to ac equal to the number of undead adjacent to them. This bonus lasts 2 rounds and fluctuates based on how many undead you control that are currently adjacent to them.


Retribution Tactics

Counter Attack (Horde)
Prerequisite: None
Benefit: All undead affected by this tactic can counter attack whenever they are attacked by an opponent with a melee or ranged weapon within reach (For ranged undead within reach for this ability is within the 1st ranged increment of their ranged weapon) for one round. When they are attacked, they may spend an attack of opportunity and make a single attack against the foe, if they have already spent all their attacks of opportunity this ability is wasted.

Explosive Retribution (Commander)
Prerequisite: Counter Attack
Benefit: The undead affected by this tactic explode when attacked within 1 round of activating this tactic. If the undead is attacked during this time it may explode, killing itself and dealing 1d8 negative energy damage per 2 HD of the undead in a 30ft radius centered on the undead. It may also explode as a standard action. A reflex save (DC 10+1/2 the undead's HD + the Shade Channeler's Charisma modifier) halves the damage. If the Shade Channeler has explosive retribution than the DC of that feat increases to the DC of this ability.

Retribution Strike (Horde)
Prerequisite: Counter Attack
Benefit: All undead affected by this tactic gain a +4 bonus on attack and damage rolls against any foe that damaged them or the Shade Channeler last round. This bonus lasts for 1 round.


Hampering Tactics

Disabling Attack (Platoon)
Prerequisite: None
Benefit: All undead affected by this tactic can on their turn instead of making their standard full attack replace it with a single attack. If this attack hits the target must make a fort and reflex save (DC: 10+1/2 The Shade Channeler's HD + the Shade Channeler's charisma modifier). If the fort save fails his movement speed is halved for 5 rounds and can not make 5ft steps during that time. If the reflex save fails he is knocked prone.
Special: In order to be affected by this tactic the undead must be able to take full round actions.

Distracting Attack (Commander)
Prerequisite: Disabling Attack
Benefit: All undead affected by this tactic can instead of making their standard full attack they can replace it with a series of elaborate feints and distracting maneuvers towards a single target within melee reach. Each time this target makes a concentration check the undead makes an attack roll. If the attack roll surpasses the concentration check then the concentration check fails. The undead can only make a number of attacks equal to the number of attacks he gets in a regular full attack. In addition if a target is affected by this tactic the target can not use 5ft steps during the next round.
Special: In order to be affected by this tactic the undead must be able to take full round actions.

Crippling Strike (Platoon)
Prerequisite: Distracting Attack
Benefit: All undead affected by this tactic can instead of making their standard full attack replace it with a single attack. If this attack hits the target must make a fort save. (DC: 10+1/2 The Shade Channeler's HD + the Shade Channeler's charisma modifier). If they fail then their movement speed is reduced to 0 and they take a -4 dexterity and strength penalty for 1 minute as negative energy floods into them crippling their movements.
Special: This is a negative energy effect and a supernatural ability

Pinning Rush (Horde)
Prerequisite: Crippling Strike
Benefit: All undead affected by this tactic can instead of making their standard full attack replace it with a single charge attack. The undead charge to a target and each undead gets a grapple check to begin a grapple. This grapple check does not provoke AOO's and does not need a melee touch attack to initiate. They get a +2 bonus for each undead who attempted to grapple that same target this round. However, any undead who is hit during their charge does not get to make a grapple check. If 10 or more undead attempt to grapple a creature in a single round from this ability than that creature loses the benefits from Freedom of Movement for 1 round as the hordes of undead overwhelm the spell's protective capabilities.


Swarming Tactics

Swarming Assault (Horde)
Prerequisite: None
Benefit: All undead affected by this tactic gain a +3 profane bonus to hit for melee attacks. This bonus increases by +1 for every 4 caster levels above 1 (5th, 9th, 13th).

Volley (Horde)
Prerequisite: Swarming Assault
Benefit: As Swarming Assault but it affects ranged attacks as well as spells with ranged attack or ranged touch attacks.

Coordinating Strike (Commander)
Prerequisite: Swarming Assault
Benefit: The next attack the undead affected by this tactic makes marks the subject. For the next 3 rounds any undead creature under the Shade Channeler's control gains a bonus to hit equal to the Shade Channeler's charisma modifier on attacks made against a marked target.

Swarm (Platoon)
Prerequisite: Coordinating Strike
Benefit: Any undead affected by this tactic gains two melee or ranged attacks that must be made immediately or is lost.



Spirit Boon: (Ex) At fourth level the Shade Channeler can use his powers to enhance the undead under his control. By spending a number of rebuke undead attempts indicated by the boon he can enhance an undead with a spirit boon he has available. He starts with 1 spirit boons at 4th level and gains 1 ever other level after chosen from the list below. A particular undead can only have a single boon applied at a time at 4th level. They can have an additional boon applied at 10th level and an additional boon every 6 levels after 10th. If the Shade Channeler is undead then he counts as being under his control for the purposes of this ability but boons cost double their normal Rebuke Undead cost to apply them to themselves. Spirit Boons are either (Ex) or (Su) depending on the boon and spirit boons last until the Shade Channeler regains spirit points. If two boons effects are the same but differ simply in cost and how large the effect is (For example, Powerful Necromancy granting +1 Caster level and Maximized Necromancy granting +2 Caster level) an undead can only have one of those boons on them at a time.

Spirit Boons:

Enduring Boons

Enduring Undead
Prerequisite: None
Cost: 2 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain an additional Hit Point/HD

Improved Enduring Undead
Prerequisite: Enduring Undead
Cost: 3 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain two additional Hit Points/HD

Undying Undead
Prerequisite: Improved Enduring Undead
Cost: 9 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain their charisma modifier multiplied by their HD as a bonus to their hit points.

Eternal Undead
Prerequisite: Improved Enduring Undead
Cost: 6 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon can't die. 3d10 rounds after the undead dies it is reanimated at half hp. This ability doesn't work if the undead's body is destroyed such as by a disintegrate effect or if it is destroyed by a good aligned spell or weapon, holy water or being destroyed by turn undead. If a creature with a bludgeoning weapon or similar destructive weapon deals 60 points of damage to such an undead's corpse than this boon can't revive them either.
Special: This boon can only be applied to zombies and skeletons.


Resistance Boons:'

Profane Resistance
Prerequisite: None
Cost: 2 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon gain a +3 Resistance Bonus on all saving throws.

Profane Willpower
Prerequisite: Profane Resistance
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain Mettle.
Special: This ability can only function a number of times equal to the Shade Channeler's charisma modifier before becoming inactive.

Profane Reflexes
Prerequisite: Profane Resistance
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain Evasion.
Special: This ability can only function a number of times equal to the Shade Channeler's charisma modifier before becoming inactive.

Improved Profane Resistance
Prerequisite: Profane Resistance
Cost: 4 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain a +5 Resistance bonus on saving throws.

Improved Profane Reflexes
Prerequisite: Profane Reflexes
Cost: 8 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain improved evasion and a +2 profane bonus on reflex saves.

Greater Profane Resistance
Prerequisite: Improved Profane Resistance
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain a +6 Resistance bonus on saving throws.


Mobility Boons

Nimble Bones
Prerequisite: None
Cost: 1 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon gain a +1 dodge bonus on ac, a +2 bonus to initiative and a +10 bonus to movement speed.

Zombie Flexibility
Prerequisite: Nimble Bonus
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon lose their "Single Actions Only" Ability.
Special:This boon can only be applied to zombies.

Lightning Bones
Prerequisite: Nimble Bones
Cost: 6 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon are under the effect of a permanent haste effect.

Teleporting Bones
Prerequisite: Lightning Bones
Cost: 1 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon can automatically be teleported with the Shade Channeler if the Shade Channeler teleports regardless of the distance between the Shade Channeler and the undead. They arrive at the same location as the Shade Channeler. These undead do not count against the normal limits of taking passengers with teleportation spells.

Perfect Teleporting Bones
Prerequisite: Teleporting Bones
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon can as a move action teleport anywhere within 100ft. They can use this ability once per five rounds.



Mage Slaying Boons

Disrupting Undead
Prerequisite: None
Cost: 3 Rebuke Undead Attempt
Benefit:Undead under the effects of this boon gain the mage slayer feat as a bonus feat. They gain this feat even if they normally can't take feats.

Antimagic Undead
Prerequisite: Disrupting Undead
Cost: 5 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain spell resistance equal to 12+their HD. To a maximum of 11+ The Shade Channeler's caster level.

Disrupting Aura
Prerequisite: Antimagic Undead
Cost: 6 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon generate a 30ft aura that causes all enemies to take a penalty to concentration checks equal to the Shade Channeler's Charisma Modifier.

Piercing Undead
Prerequisite: Animagic Undead
Cost: 3 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain Pierce Magical Concealment as a bonus feat.

Shattering Undead
Prerequisite: Animagic Undead
Cost: 3 Rebuke Undead Attempts
Benefit:Undead under the effects of this boon gain Pierce Magical Protection as a bonus feat.



Swarming Boons

Efficient Undead
Prerequisite: None
Cost: 3 Rebuke Undead Attempt
Benefit: This undead only counts as having half as many HD for the purpose of counting towards the Shade Channeler's animate dead pool.
Special: This boon can only be used on skeletons and zombies.

Undead Horde
Prerequisite: Efficient Undead
Cost: 5 Rebuke Undead Attempts
Benefit: Any creature slain by this creature may be animated as a zombie or skeleton under the control of the Shade Channeler. The Shade Channeler must pay a number of spirit points equal to the creature's HD and this undead counts against the Shade Channeler's max animate dead HD cap.


Powerful Boons

Strengthen Flesh
Prerequisite: None
Cost: 2 Rebuke Undead Attempt
Benefit: Undead under the effect of this boon gain a +2 profane bonus to strength.

Improved Strengthen Flesh
Prerequisite: Strengthen Flesh
Cost: 3 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon gain a +4 profane bonus to strength.

Powerful Blows
Prerequisite: Strengthen Flesh
Cost: 5 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon gain a +2 profane bonus to strength, their natural weapons improve by one size category and they gain power attack as a bonus feat.

Profane Size
Prerequisite: Powerful Blows or Improved Strengthen Flesh
Cost: 5 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon gain power attack as a bonus feat and also gain an increase in size category category with all the attribute bonuses that apply.

Charger
Prerequisite: Improved Strengthen Flesh or Powerful Blows
Cost: 4 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can initiate a bull rush check as a free action after successfully hitting with a natural weapon. In addition the undead gains Improved Bull Rush as a bonus feat.


Ranged Boons

Reaching flesh
Prerequisite: None
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can either stretch out their flesh, extend their bones or some other method of increasing their range. The undead creature's reach increases by 5ft.

Ranged Projectiles
Prerequisite: Reaching Flesh
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon launch small projectiles instead of their normal natural attacks. These projectiles deal the same damage and damage type as their natural weapons but use the undead's dexterity modifier instead of their strength modifier to hit and are treated as ranged attacks. They are also limited and an undead can only apply up to +5 of their strength modifier to damage with these weapons when used as a ranged attack. These attacks have a range of 30ft. If they wish they can still use their natural weapons as melee attacks as well.

Improved Ranged Projectiles
Prerequisite: Ranged Projectiles
Cost: 6 Rebuke Undead Attempts
Benefit: This functions as ranged projectiles except the projectiles deal an extra 5 points of damage have +4 to hit and they gain an extra attack at their highest attack bonus each round when making a full attack with their ranged weapons.


Entropic Boons

Negative Pulse
Prerequisite: None
Cost: 2 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can cause a pulse of negative energy to affect all creatures within 10ft as a standard round action. This pulse effectively casts Inflict Light Wounds (Caster Level is = to the Shade Channeler's Charisma Modifier) on all creatures in the radius. This pulse can be generate once per two HD of the undead (Minimum 1/Day)
Special: This boon is a supernatural ability

Negative Soul
Prerequisite: Negative Pulse
Cost: 4 Rebuke Undead Attempts
Benefit: Any creature under the effect of this boon gains tomb tainted soul as a bonus feat for as long as they are under the effect of this boon.
Special: This boon can effect living creatures and deathless in addition to undead. This boon can be applied to creatures not undead the Shade Channeler's control.

Empowered Negative Soul
Prerequisite: Negative Soul
Cost: 5 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon become immune to positive energy damage, the effects of positive energy aligned planes, and gain a +4 bonus against turn undead.
Special: This boon is a supernatural ability

Empowered Negative Pulse
Prerequisite: Negative Pulse
Cost: 6 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can cause a pulse of negative energy to affect all creatures within 10ft as a standard action. This pulse effectively casts inflict moderate wounds (Caster Level is equal to the Shade Channeler's Charisma Modifier) on all creatures in the radius. This pulse can be generate twice per three HD of the undead (Minimum 1/Day)

Perfect Pulse
Prerequisite: Empowered Negative Pulse
Cost: 8 Rebuke Undead Attempts
Benefit: Undead under the effect of this boon can cause a pulse of negative energy to affect all creatures within 20ft as a standard action. This pulse effectively casts inflict moderate wounds (Caster Level is = to the Shade Channeler's Charisma Modifier) on all creatures in the radius. This pulse can be used at will.
Special: This boon is a supernatural ability

Perfect Negative Soul
Prerequisite: Negative Soul
Cost: 6 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon becomes immune to turn or rebuke undead. This does not protect an undead from your Rebuke Undead attempts or free them if they are under such control.


Magical Boons

Necromancy Empowerment
Prerequisite: None
Cost: 4 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has any necromancy spell they cast increase it's saving throw DC by 1 .

Necromancy Maximization
Prerequisite: Necromancy Empowerment
Cost: 6 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has any necromancy spell they cast increase it's saving throw DC by 2 .

Powerful Necromancy
Prerequisite: Necromancy Empowerment
Cost: 3 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has their caster level for all necromancy spells increased by 1.

Maximized Necromancy
Prerequisite: Powerful Necromancy
Cost: 4 Rebuke Undead Attempts
Benefit: Any undead under the effect of this boon has their caster level for all necromancy spells increased by 2.

Metamagic Necromancy
Prerequisite: Maximized Necromancy
Cost: Rebuke Undead Attempts
Benefit: Whenever the undead under the effect of this boon casts or prepares a necromancy spell with a metamagic applied to it he may reduce the cost of the metamagic by 1 (Minimum 0). This can only be applied to one metamagic feat per spell.



Efficient Control: (Ex) Whenever the Shade Channeler animates a creature with animate dead he can treat the undead's HD as a number of HD lower for control purposes. This number is equal to the number indicated by Efficient Control. At 4th level he can treat undead as 1HD lower, at 8th 2 HD, etc. (Minimum 1 HD for control purposes).

Horde Empowerment: (Ex) At 5th level the Shade Channeler can control 6hd/caster level instead of the normal 4HD/caster level for Animate Dead. In addition he can control twice his rebuking level in undead. Finally the Shade Channeler can increase his rebuke undead control pool by one HD by sacrificing 4 HD of his animate dead control pool. The Shade Channeler can also sacrifice one hd his rebuke undead control pool to increase his animate dead control pool by four hd.

Bonus Feat At 5th level and every 5th level after the Shade Channeler can select a bonus feat from the following list. Any Corpse Crafter Feat, Undead Leadership or any leadership feat, Extra Turning, Any Divine Feat, Improved Spell Calling*, Extra Spirit Boon*, Extra Tactic*. The Shade Channeler must qualify for the feat in order to take it.

*New Feats Described Below

Form of Death: (Ex)The Shade Channeler's form begins to change due to his strengthening connection with death itself. At 6th level the Shade Channeler gains a +4 bonus on hide checks in darkness or shadowy concealment and also gains darkvision out to 120ft. At 12th level the Shade Channeler gains a deflection bonus to ac equal to his Class Level/4 (round down). At 18th level the Shade Channeler gains the ability to see in all forms of magical and non magical darkness and the Shade Channeler gains a profane bonus on fort saves equal to his charisma modifier.

Transfer Target: (Su) The Shade Channeler understands that their are the spirits of the dead all around the world passing into their next life. The Shade Channeler can 1/day as an immediate action transfer any spell or spell like ability as it is cast and switch the target to one of these passing over spirits. This only works on spells that target a creature, such as charm person. Effectively, this negates the spell. The Shade Channeler gains an additional use of this ability at 12th and 17th level.

Soul Tether: (Su) At 8th level due to his connection with the dead the Shade Channeler can prevent a soul from leaving a recently slain subject allowing the target to be healed back to health or at least survive a bit longer. The Shade Channeler can as an immediate action cast Delay Death on one target within 10ft/class level. Using this ability consumes 1 rebuke undead attempt. This ability can be used on non mindless undead targets and living constructs.

Alternate Source: (Ex At 9th level the Shade Channeler can power necromancy spells with the energy he gains from the death of the world instead of onyx. He can spend triple his the spell level instead of paying any material components for the spell. This is in addition to the normal cost of the spell

Custom Horde: (Ex) At 10th level the Shade Channeler has gained insight on how to animate particular undead. At 10th level he gains the ability to animate a new undead creature or template with the create undead spell. The Shade Channeler can choose an additional custom creature to animate every 3rd level after. The Shade Channeler can choose any undead creature with a CR equal to his class level - 4. Thus at 10th level he can choose to animate a creature with CR 6 or lower, at 13th level he can select a creature with CR 9 or lower, etc. For templates the template selected must have a cr increase of 1/2 of his class level - 6. Thus at level 10 he can select a template that has a cr increase of +1, at level 13 he may select a template that has a cr of +2 or less. The template or creature he selects at 16th and 19th level can only be animated with the create greater undead spell.

Special: The lich template can not be selected by this ability. A DM has the authority to prevent any undead creature or undead template from being selected if he feels the creature or template would unbalance the character. They can also choose to attach extra requirements to animating undead, perhaps allowing a strong undead to be selected but requiring it to only be created with the corpse of a 10th level or higher humanoid.

Ranged Animation: (Su): At 11th level whenever the Shade Channeler casts animate dead as a spell or a spell like ability it has a range of medium (100ft +10/level) instead of touch. In other words the Shade Channeler can animate any undead within this range without needing to touch the corpse. If the spell requires material components they do not need to be placed on the corpse but they are expended.

Horde Perfection (Ex): At 14th level the Shade Channeler becomes more adept at animating undead and can now animate skeletons and zombies with HD higher than 20 with animate dead. In addition he can specialize in either skeletons or zombies. If he specializes in Skeletons any Spirit Boon applied to them only costs half as many rebuke undead attempts (Minimum 1). If the Shade Channeler specializes in Zombies all Zombies created by the Shade Channeler lose their single action only ability.

Dread Army: (Su) At 16th level whenever the Shade Channeler kills a subject he can temporally bind the subjects soul into the corpse. This allows the corpse to function as a normal skeleton under the control of the Shade Channeler for 1 round/class level. After this duration expires the skeleton deanimates and falls to the floor. The zombie is treated as if being created by a necromancy spell for purpose of feats and class features. The creature can be reanimated as undead again after the duration expires. The undead animated by this ability take actions on the Shade Channeler's turn and can take their first set of actions on the Shade Channeler's next turn.

Embodiment of Death: (Ex) The Shade Channeler becomes an embodiment of death. He either gains the lich template with a free phylactery at no level adjustment cost or he can apply a template to himself that he can animate with create undead or create greater undead at no level adjustment cost.

Silva Stormrage
2013-01-29, 02:53 AM
New Feats

Improved Spell Calling
Flavor text. You are very efficient at calling a particular spell.
Prerequisites: Spirit Channeling, Shade Channeler class level 6.
Benefits: Select one spell the you can cast. When calling that spell you do not have to pay Spirit Points to call the spell. This spell still counts against the number of spells you can have called of a certain level.
Special: This feat can be taken multiple times. Each time you must select a different spell.

Extra Soul Harvesting
Flavor text. You are very efficient at calling a can harvest the power from the fallen more readily.
Prerequisites: Soul Harvest
Benefits: You can use soul harvest an additional time per day.
Special: This feat can be taken multiple times, its effects stack.

Extra Spirit Boon
Flavor text. You are have studied how to apply spirit boons and have more boons to enhance your undead with.
Prerequisites: Spirit Boon
Benefits: You may select an additional Spirit Boon that you qualify for. You can now use that Spirit Boon as if you had learned it normally and it counts for qualifiy for other Spirit Boon prerequisites.
Special: This feat can be taken multiple times. Each time a different Spirit Boon must be selected.

Extra Tactic
Flavor text. You are have studied how to maneuver your undead.
Prerequisites: Undead Tactic
Benefits: You may select an additional Tactic that you qualify for. You can now use that Tactic as if you had learned it normally and it counts for qualify for other Tactic prerequisites.
Special: This feat can be taken multiple times. Each time a different Tactic must be selected.




New Spells
Lesser Animate Dead
(Necromancy)
Level: Dread Necromancer 1, Wizard/Sorcerer 1, Cleric 1
Components: V,S
Casting Time: Standard
Range: Touch
Target: One medium or smaller sized corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than half your caster level (Max 4 HD, Min 1 HD) with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 1 HD worth of undead creatures per caster level (Max 5HD). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component:
You must place a black onyx gem worth at least 5 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

ErrantX
2013-01-29, 09:44 AM
No one has any opinions on this class? Is it too strong even for a tier 1? I was trying to limit the amount of spells per day and then make up for it with tactics and boons. Not sure if I went overboard though.

Its hard to judge the power level on this when the spell list could be radically small or quite large based on DM fiat and whether or not they include certain books. I'd honestly try to create a set group of spells, that would go a long way towards making this something that is easily playable.

-X

Silva Stormrage
2013-01-30, 02:10 PM
Its hard to judge the power level on this when the spell list could be radically small or quite large based on DM fiat and whether or not they include certain books. I'd honestly try to create a set group of spells, that would go a long way towards making this something that is easily playable.

-X

Hm, I was trying to make a tier 1 class. I do agree that his spell list is somewhat undefined at the moment but really what he has is a spontaneously casting specialized wizard list with some bonus necromancy spells added on in exchange for limited spells per day and selection. I see it as no more hard to gauge then spirit shaman or a wizard.

Silva Stormrage
2013-05-05, 10:08 AM
Cleaned up the spell list a bit, now its simply all necromancy spells, and conjuration spells + 1 other school from the wizard's spell list.

Cleared up some typos

Rebalanced Efficient undead as that ability was far too strong when working with rebuke undead. It only functions with animate dead now.

Reduced the number of spirit points the Shade Channeler can get. Now it is more in line with Ur Priest casting spells per day.

What does everyone think of the changes? Appropriate for Tier 1 now? Or is the spirit shaman's casting ability too strong with the wizard's spell list.