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View Full Version : New Class: the Spellchanneler



Macrovore
2007-05-22, 08:10 AM
This is a cool new class that I made up yesterday. I think it's what the wizard should have been, if Jack Vance hadn't poisoned Gary Gygax's mind. Many of its abilities are things that (IMO) wizards should have been able to do all along.

it does use the spell point system (in unearthed arcana and d20srd.org. i averaged the sorcerer's and wizard's spell points to get the spellchanneler's totals), and is primarily based on Szatany's Ultimate Wizard, and the Spirit Shaman class in Complete Divine (I actually made up the idea of memorizing spells before I saw the spirit shaman. I just cited that to cite something concrete and not more of my homebrew classes).

I believe it is somewhat overpowered, so I'd like some helpful comments and constructive criticism.


the Spellchanneler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Points|Max Spell Level|Cantrips

1st|
+0|
+0|
+0|
+2|Spellchanneling, Eschew Materials|2|1st|1

2nd|
+1|
+0|
+0|
+3|Spellgrace, Wizard's Staff|4|1st|1

3rd|
+1|
+1|
+1|
+3|Spell Edge|7|2nd|1

4th|
+2|
+1|
+1|
+4|- |12|2nd|1

5th|
+2|
+1|
+1|
+4|Bonus Feat|17|3rd|2

6th|
+3|
+2|
+2|
+5|Spell Surge 1/day (2 spells)|26|3rd|2

7th|
+3|
+2|
+2|
+5|Spell Recharge|35|4th|2

8th|
+4|
+2|
+2|
+6|Improved Spellgrace|47|4th|2

9th|
+4|
+3|
+3|
+6|- |59|5th|2

10th|
+5|
+3|
+3|
+7|Bonus Feat|76|5th|3

11th|
+5|
+3|
+3|
+7|Spell Surge 2/day (3 spells)|92|6th|3

12th|
+6/+1|
+4|
+4|
+8|Craft Staff|109|6th|3

13th|
+6/+1|
+4|
+4|
+8|Spell Penetration|125|7th|3

14th|
+7/+2|
+4|
+4|
+9|-|142 |7th|3

15th|
+7/+2|
+5|
+5|
+9|Bonus Feat, Master Staff|156|8th|4

16th|
+8/+3|
+5|
+5|
+10|Spell Surge 3/day (4 spells)|175|8th|4

17th|
+8/+3|
+5|
+5|
+10|Quicken Cantrips|191|9th|4

18th|
+9/+4|
+6|
+6|
+11|- |208|9th|4

19th|
+9/+4|
+6|
+6|
+11|- |224|9th|4

20th|
+10/+5|
+6|
+6|
+12|Bonus Feat|240|9th|5
[/table]

Abilities: the Spellchanneler needs a good Int score, as it determines his bonus spell points, skill points, and number of spells he can memorize. His Cha score determines his spells’ save DCs, and also gives him several bonuses as he gains levels. A good DEX score is also useful, as spellchannelers rarely wear armor, and a good CON score gives him more hit points and better Concentration checks.
Alignment: Any.
Hit Die: d4.
Class Skills: The spellchanneler’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (N/A), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
Weapon and Armor Proficiencies: Spellchannelers are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a spellchanneler’s movements, which can cause her spells with somatic components to fail.
Spellcasting: A spellchanneler casts arcane spells, which are drawn mainly from the wizard spell list, but also from all other lists. She casts spells from wizard list normally, but spells from other lists are cast at one level higher than the highest listed spell level. For example, if a spell's level can normally be cast by bard as a 2nd level spell and by a paladin as a 3rd level spell, a spellchanneler casts that spell as a 4th level spell (abbreviated as "Spc4"). In order to cast any spell that is not normally on the sor/wiz spell list (cross-class spells), the spellchanneler must succeed on a Spellcraft check (DC 15+adjusted spell level) to cast the spell. If the check fails, the spell is not cast, and the spellchanneler still loses the spell points and any expendable components (material, sacrifice, or XP components).
The spellchanneler can use any spell trigger or spell completion items of cross-class spells scribed into his spellbook as if they were on his spell list. Also, the spellchanneler can use divine scrolls by making a Use Magic Device (DC 15+adjusted spell lvl). He can write them into his spellbook this way. Any spellchanneler who crafts items with cross-class spells as prerequisites (including scrolls, wands, and potions) must succeed on a Use Magic Device check (DC 20+spell lvl) for each spell in order to craft the item.
To learn or cast a spell, a spellchanneler must have a Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a spellchanneler's spell is 10 + the spell level + the spellchanneler’s Cha modifier.
Like other spellcasters, a spellchanneler has a limited amount of spell points per day. Unlike many other spellcasters, though, the spellchanneler does not have to prepare them, nor does he have a set list of spells. Instead, he has a spellbook, which he memorizes spells from each day. He can memorize a number of spells per level equal to 3 + the spellchanneler’s Int modifier, which he can then cast spontaneously.
Cantrips (Sp): At 1st lvl, the spellchanneler can choose one cantrip (0th lvl spell) to be able to use it at will as a spell-like ability, with a caster level equal to the spellchanneler’s class level. Once chosen, this cantrip cannot be changed. At 5th lvl, and every 5 levels after that, he can choose an additional cantrip to gain as an at-will spell-like ability, to a maximum of 5 cantrips at 20th lvl.
Spellchanneling: The spellchanneler can spend more time casting his spells in order to increase their effects. When channeling a spell, the spellchanneler can choose to increase the casting time to 1rnd+up to 1rnd per 4 class levels. For every round spent casting the spell past the first, the spell gains a +1 to the spell’s save DC, and a +1 to its caster level. He must also succeed on a concentration check every round spent casting the spell (DC 15+spell level+number of rounds spent), and if he fails it, he loses the spell and any spell points and expendable components, and the spellchanneler becomes fatigued.
Eschew Materials (Ex): At 1st lvl, the spellchanneler gains Eschew Materials as a bonus feat.
Spellgrace (Su): At 2nd lvl, the spellchanneler adds ½ his Cha bonus to saves against spells and spell-like abilities (rounded up, min +1). At 8th lvl, he can add his full Cha bonus.
Wizard’s Staff: A 2nd level spellchanneler can craft a masterwork quarterstaff attuned to her, or any other hafted polearm they are proficient with (such as a spear, glaive, or halberd). To do this, the spellchanneler must spend some gold (depending on staff’s type) in materials and work 8 hours a day for one week. A spellchanneler can only have one staff at a time. If a spellchanneler creates another staff, it takes her one week to attune to it. The old staff becomes normal item with no magical properties. If the staff is broken, the spellchanneler is stunned for 1d4 rounds. As spellchanneler progresses in levels, the staff becomes more durable and attains magical powers. The bonuses to hardness, hitpoints, and break DC do not stack with the bonuses granted from making the staff a magical weapon.


Material Hardness Hitpoints Break DC Cost
Adamantine 20 40 30 4000gp
Cold Iron 10 30 15 1000gp
Darkwood 5 10 8 1000gp
Mithral 15 30 25 2500gp
Silver 8 15 12 500gp

Staffs can be enchanted as normal (it is a masterwork quarterstaff)


Class Level Hardness Hitpoints Break DC Special
2 +0 +0 +0 Substitute
3-4 +1 +2 +1 Light
5-6 +2 +4 +2 Touch
7-8 +3 +6 +3 -
9-10 +4 +8 +4 Duel staff
11-12 +5 +10 +5 -
13-14 +6 +12 +6 Spell resistance
15-16 +7 +14 +7 -
17-18 +8 +16 +8 Call Staff
19-20 +9 +20 +9 Power Staff
Substitute (Ex): A spellchanneler can perform spells’ somatic components while holding her staff firmly in one hand. This does not let her ignore arcane spell failure.
Light (Sp): At 3rd level, at spellchanneler's command, the staff can shed light as torch. Activating or deactivating this ability is a swift action.
Touch (Su): At 5th level, a spellchanneler can deliver touch attacks with her staff.
Duel Staff (Su): At 9th level, staff grants the spellchanneler a +2 bonus on saving throws against spells.
Spell Resistance (Ex): At 13th level, a staff gains spell resistance equal to the 10 + spellchanneler's level.
Call Staff (Sp): At 17th level, a spellchanneler can teleport staff to her hand, if the staff is within 1 mile. This ability uses standard action but does not provoke attack of opportunity.
Power Staff (Su): At 19th level, the staff can no longer by destroyed by nonmagical means, such as immersion in lava or sundering.

Spell Edge (Ex): At 3rd lvl, the spellchanneler adds his Cha bonus to spell damage with spellchanneler spells. This damage is only applied once per spell (so a magic missile cast by the spellchanneler would only receive the bonus damage for the first missile)
Bonus Feats (Ex): At 5th, 10th, 15th, and 20th level, a spellchanneler gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, a reserve feat, or Spell Focus. The spellchanneler must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The spellchanneler is not limited to the categories of item creation feats, metamagic feats, reserve feats, or Spell Focus when choosing these feats.
Spell Surge: At 6th lvl, the spellchanneler can take a full-round action to cast two spells. All effects of the spells are resolved separately, and they both provoke attacks of opportunity (if the spellchanneler is hit with the attack and fails the concentration check, he cannot cast any additional spells that round). At the end of the spellchanneler’s turn after using this ability, he takes nonlethal damage equal to twice the combined levels of all the spells he used in the spell surge (if the spellchanneler is immune to nonlethal damage, he takes lethal damage). This ability can be used once per day, and one additional time per day at 11th lvl and 16th lvl. Also, at 11th lvl and 16th lvl, the spellchanneler can cast an additional spell during a spell surge (3 spells at 11th lvl, and 4 spells at 16th).
Spell Recharge (Su): At 7th lvl, as a full-round action, the spellchanneler can regain spell points (any amount up to his class level) by taking damage equal to twice the number of spell points he regains. He cannot use spells (or abilities or items that duplicate spells, such as scrolls, potions, spell-like abilities, or staffs) to heal this damage.
Craft Staff (Ex): At 12th lvl, the spellchanneler gains Craft Staff as a bonus feat. If he uses this feat to make a staff he is attuned to into a magic staff, he treats the market price of the staff as 25% lower for determining the crafting time, the gp cost, and the xp cost (as if he had the legendary artisan, extraordinary artisan, and exceptional artisan feats, but only for his attuned staff).
Spell Penetration (Su): At 13th lvl, the spellchanneler adds his Cha bonus on caster level checks to penetrate spell resistance. This does not stack with the feats Spell Penetration or Greater Spell Penetration.
Master Staff (Ex): At 15th lvl, if the spellchanneler’s attuned staff is a magical staff, he can spend one hour a day meditating with it, and it recharges one charge per day. Also, he can use his attuned staff in a spell surge as if he were casting the spell himself.

Spellbook: A spellchanneler must study her spellbook each day to memorize her spells. She cannot memorize any spell not recorded in her spellbook, except for read magic, which all spellchannelers can prepare from memory.
A spellchanneler begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the spellchanneler has, the spellbook holds one additional 1st-level spell of your choice. At each new spellchanneler level, she gains two new spells of any spell level or levels that she can cast (based on her new spellchanneler level) for her spellbook. At any time, a spellchanneler can also add spells found in other spellchannelers’ spellbooks to her own. The spells the spellchanneler gains from his levels must be sor/wiz spells. He must scribe cross-class spells into his book as he finds them (from scrolls or other spellchanneler’s spellbooks).
The spellchanneler also has the unique ability to cast spells that he has not memorized straight from his spellbook. To do his, he must turn to the correct page in his spellbook if it isn’t already open to the right page (a full-round action), then take a full-round to cast the spell (if the spell’s casting time is a full-round action or more, then it takes him an additional round to cast it). Then, he must succeed on both a Spellcraft and a Concentration check (DC is 15+spell point cost of spell). Failure means he loses the spell (but it stays in his spellbook). This ability cannot be combined with spellchanneling or spell surge.


so, what do you think?

jindra34
2007-05-22, 08:37 AM
Most people will stop this class at level 17...

freeze43
2007-05-22, 11:07 AM
Pretty complex.
For me it feels as if it does away with the little bits of DnD that require extended organization (for example the use of 0 level spells in particular circumstances) at the same time making specialised stuff.

I would suggest you make that staff a bit better, like some supercool bonus at 20th level to justify the power trait a little more.

Macrovore
2007-05-22, 08:23 PM
Most people will stop this class at level 17...

well, since most people stop other classes around 5th lvl, I see this as an improvement.


Pretty complex.
For me it feels as if it does away with the little bits of DnD that require extended organization (for example the use of 0 level spells in particular circumstances) at the same time making specialised stuff.

I would suggest you make that staff a bit better, like some supercool bonus at 20th level to justify the power trait a little more.
I'm not sure what you're trying to say about the class. did you like it, or not?

jindra34
2007-05-22, 08:37 PM
well, since most people stop other classes around 5th lvl, I see this as an improvement.


Let me put it another way: Most Npc classes are better than this when they reach level 17

Macrovore
2007-05-22, 08:42 PM
so...it's weak? why?

jindra34
2007-05-22, 08:44 PM
so...it's weak? why?

I guess what i'm saying is it seems like it could use a capstone ability.

Macrovore
2007-05-22, 08:47 PM
maybe. What would you suggest?

EvilElitest
2007-05-22, 09:09 PM
so...it's weak? why?

Nice class, but it needs a boost in class abilties
from,
EE

Macrovore
2007-05-22, 09:40 PM
really? I thought it was a little overpowered. cool.

it seemed to me that the people over on these boards thought wizard-types should be nerfed. huh. ah well, I like the class.

Draken
2007-05-22, 10:34 PM
Maybe you can give the "Power Staff" a spell-like hability, useable once/1d4 rounds (at will) with half CL.

Something on this class is screaming "Gandalf" to me.

Macrovore
2007-05-23, 11:26 AM
maybe. What level should it be at?

and yeah, it is kinda like gandalf. He's one of the biggest influences on the wizard archetype.