Channeler (3.5e Class)

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Channeler

Channelers are men and women who can channel the One Power, the force that drives the Wheel of Time. It is made of two opposing and unified forces; Saidin and Saidar, the male and female halves of the One Power. There are two kinds of channelers. Wilders, those powerful enough to channel without training, and those who require a master to awaken their abilities.

Making a Channeler

Channelers are versatile and powerful characters, but are very weak in conventional combat.

Abilities: Intelligence is all-important to Trainees, Charisma is the same for Wilders. These respective abilities determine their power limits, and aid them in combat.

Races: Only humans may become channelers.

Alignment: Any.

Starting Age: Simple.

Table: The Channeler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Weaves, Block, Channeler Path, Power Strength 1
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4 Power Strength 2
5th +2 +1 +1 +4
6th +3 +2 +2 +5 Power Strength 3
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Power Strength 4
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Power Strength 5
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Power Strength 6
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Power Strength 7
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10 Power Strength 8
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Power Strength 9
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Power Strength 10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wisdom).

Class Features

Channelers do not train with weapons, instead learning how to harness the One Power. All of the following are class features of the channeler.

Weapon and Armor Proficiency: A channeler does not gain proficiency with any weapons, armor, or shield.

Weaves: Channelers have spell-like abilities, but do not cast any spells. Instead, they cast weaves. The DC to resist a weave is 10 + the weave level + the channeler's ability modifier (Int for Trainees, Cha for Wilders). Casting a weave provokes an attack of opportunity. Duration is instantaneous, but in most cases the weave may be Maintained or Tied Off. A weave may always be modified in any way the channeler desires, as long as it does not in any way exceed the restrictions given in the weave category description.

Channeling is tiring work. When a weave is cast, the channeler takes 1d6 non-lethal damage for every level of the weave, minus his character level. For sustained weaving, a channeler may weave for a number of rounds equal to his or her constitution score. Every additional round he continues weaving, he must make a constitution check DC 10 + the number of rounds spent weaving or take 1d6 non-lethal damage.

Block: Every channeler has a Block, something that restricts their channeling. It may be either a condition that must be in effect in order for the character to be able to channel (such as anger), or an action the character must preform in order to channel (such as somatic movement). A Block must be cleared with the DM.

Channeler Path At first level, the channeler begins learning either as a Trainee or as a Wilder.

Trainee: Trainees are channelers who require a teacher to awaken their latent abilities. They improve their weaving skills through study and careful training. Trainees add their Intelligence modifier to the DC to resist their weaves, and use Int to determine their maximum in the power strength.
Wilder: Wilders are so strong in the Power that they may learn to channel without a teacher. Wilders do not learn through careful study. Instead, they act on instinct. Wilders add their Charisma modifier to the DC to resist their weaves, and use Cha to determine their maximum in the power strength.

Power Strength: Weaves are threads of the Five Powers: Air, Earth, Fire, Water, and Spirit. Some weaves may contain multiple powers, others only one. Power Strength measures your channeler's base strength in all five of the powers (this number can never be more than double your primary ability modifier). Male channelers add 1 to Earth and Fire but subtract 1 from Air and Water. Female channelers add 1to Air and Water but subtract 1 from Earth and Fire. In order for your channeler to cast a weave, you must have a Power Strength to match the Weave Level in all powers listed for that weave.

Weaves

Channelers are extremely versatile and flexible in their skills, so listing and detailing each and every weave a channeler can make is impossible. DM discretion decides what powers are used in any weave. Below are some guidelines.

What Powers are used in Weaves
Power Used For
Earth Dirt, stone, metal
Air Air
Fire Fire
Water Water and other liquids
Spirit Mental effects, Complex Weaves
Earth and Air Wood
Air and Fire Lightning
Air and Water Ice, cold



Most weaves used fall into broad weave categories.

Control The channeler has virtually complete control within the area of prescribed. Anything simple can be done, effects like cool, heat, shape, move, break, fix, clean etc. Only inanimate unattended objects may be affected. The effect happens too slowly to be considered an attack. If something is hardened and shaped, it gains hardness of 10 per weave point spent.

Casting Time: Full-Round Action

Range: long (400 ft. + 40 ft./level)

Maintain/Tie Off: Yes

Control
Weave
Level
Radius of
Controlled
Area
0 0 (single Square)
1 5 ft
2 10 ft
3 25 ft
4 50 ft
5 100 ft
6 250 ft
7 500 ft
8 1,000 ft
9 2,500 ft
10 5,000 ft


Destroy

All creatures within the indicated area my be subjected to damage. A successful reflex save halves the damage. Inanimate unattended objects may be destroyed, at caster's discretion. There are three common forms for the damage weave: a ball of fire that the channeler throws (fire), lightning that falls from the sky (Air and Fire), and an explosion on the surface of the ground (Earth). There are countless variations. The only real limit is how fiendish the channeler's imagination is. If the weave does not contain Fire or Earth, damage is in d4 instead of d6. Weaving takes time, and depending on the power of the combat weave, you may have a penalty to your initiative for the round on which you make the weave. Your initiative reverts to normal in the following round.

Casting Time: Standard Action

Range: long (400 ft. + 40 ft./level)

Maintain/Tie Off: No

Destroy
Weave
Level
Radius of
Destruction
Damage Temporary
Initiative
Adjustment
1 0 (single Square) 2d6 NA
2 5 ft 4d6 -1
3 10 ft 6d6 -1
4 25 ft 8d6 -2
5 50 ft 10d6 -2
6 100 ft 12d6 -3
7 250 ft 14d6 -3
8 500 ft 16d6 -4
9 1,000 ft 18d6 -4
10 2,500 ft 20d6 -5


Vision Affecting Weaves

This category is used for weaves with an effect that impedes or aids vision, usually fog or light. Fog uses Air and Water, light uses Air and Fire. Primary effect is dense fog (total concealment), or the equivalent of Daylight. Secondary effect is moderate fog (50% concealment), or normal light. Minor effect is light fog (20% concealment), or raises the present light by one step. As with all weaves, an effect less powerful than stated may always be used if so desired.

Casting Time: Full-Round Action

Range: Line-of-sight

Maintain/Tie Off: Yes, must be either Maintained or Tied Off to be of use

Vision Affecting Weaves
Weave
Level
Radius of
Primary Effect
Radius of
Secondary Effect
Radius of
Minor Effect
0 25 ft 50 ft 100 ft
1 50 ft 100 ft 250 ft
2 100 ft 250 ft 500 ft
3 250 ft 500 ft 1,000 ft
4 500 ft 1,000 ft 2,500 ft
5 1,000 ft 2,500 ft 5,000 ft
6 2,500 ft 5,000 ft 10,000 ft
7 5,000 ft 10,000 ft 25,000 ft
8 10,000 ft 25,000 ft 50,000 ft
9 25,000 ft 50,000 ft 100,000 ft
10 50,000 ft 100,000 ft 250,000 ft

Some weaves are unique, and do not fit into broad categories.

Arms of Air You may lift one object or creature and move it a maximum of 30 ft. At your discretion, the target may be bound, blindfolded, gagged, etc. The target may be moved gently, or hurled as a ranged attack. If the target is hurled, it takes damage, as does whatever you threw it at. A successful reflex saving throw negates the weave. A willing creature may forgo this save.

Casting Time: Standard Action

Range: long (400 ft. + 40 ft./level)

Maintain/Tie Off: Yes

Powers Used: Air

Arms of Air
Weave
Level
Maximum
Target
Size
Thrown
Damage
0 Small 1
1 Medium 2d6
2 Large 4d6
3 Huge 6d6
4 Gargantuan 8d6
5 Colossal 10d6

Heal

The One Power is very powerful when used for healing, but is draining. Damage healed is converted from lethal to nonlethal. In all cases, multiply damage converted by the character level of the one being healed.

Powers Used: Air, Water, and Spirit

Casting Time: Variable

Range: Touch

Maintain/Tie Off: No

Heal
Weave
Level
Hit
Points
Healed
Time
0 0* Standard Action
1 1d4 Full-Round Action
2 2d4 2 rounds
3 3d4 3 rounds
4 4d4 4 rounds
5 5d4 5 rounds

*Stabilizes dying creature.


Blade of Fire

The channeler uses Fire to make a weapon of his choosing. Damage is 1d6 per channeler level.

Powers Used: Fire

Casting Time: Move Action

Range: Touch

Maintain/Tie Off: Yes. May be maintained indefinitely as a Free Action, as long as it is held in hand.

Special: Weave level 1, and may be maintained as a free action. Blade of Fire is immune to Counterweaves.


Weather Control

Weave Level for weather control is one weave point per level of change in any category. For example, turning a hot day with no wind into a cool day with moderate wind would a level 4 weave.

Powers Used: Air and Water

Casting Time: 10 minutes

Range: Line of Sight

Maintain/Tie Off: No

Special: Effect lasts 24 hours

Weather Control
Temperature Wind Precipitation*
Blistering Hot Hurricane Very Heavy
Hot Strong Heavy
Temperate Moderate Moderate
Cool Mild Light
Cold None None
Arctic

*Rain in cool or warmer, snow in cold or arctic.

Weather control is in up to a five-mile radius at a point within line-of-sight of the caster and lasts up to 24 hours. By increasing the weave point cost, the weather change may cover a wider area and/or last longer:

Weather Control Adjustments
Weave
Level
Duration Radius
(miles)
+1 1 week 10
+2 1 month 20
+3 6 months 50
+4 1 year 100


Shield

This weave places a shield of Spirit around another channeler, cutting them off from the One Power. A Shielded channeler cannot channel. A successful Will Save negates the weave.

Powers Used: Spirit

Casting Time: Standard Action

Range: long (400 ft. + 40 ft./level)

Maintain/Tie Off: Yes, must be either Maintained or Tied Off to be of use

Weave Level: 1

Lost Weaves

Some weaves are extremely rare. Many channelers can go their whole lives not even knowing about the existence of the these weaves. A channeler mus take the appropriate Channeler Feat to learn a lost weave. Lost weaves are very powerful, and some DMs may forbid some or all lost weaves altogether.


Gateway

With the use of this weave, a channeler opens a shimmering doorway to another place. Range is unlimited, but the launch point must be well known (at least one hour spent studying the terrain), and the channeler must have a good idea of destination. Otherwise, range is limited to 1 mile.

Powers Used: Air, Fire, and Spirit

Casting Time: Standard Action

Range: long (400 ft. + 40 ft./level)

Maintain/Tie Off: Yes. Must be maintained or tied off to be of use

Gateway
Weave
Level
Gateway
Dimensions
(Feet)
Mass
movement*
3 5/10 12
4 20/10 48
5 50/20 120
6 100/50 240
7 200/100 480
8 500/200 1,200
9 1,000/500 2,400
10 2,000/1,000 4,800

*How many medium sized characters may move through the gateway every round it remains open.


Use Portal Stone

With the use of this weave, a channeler use a portal stone, large stone pillars covered with intricate carvings. When a portal stone is activated, it sends a the channeler and an additional number of people (determined by the weave points spent) to another portal stone of the channeler's choosing.

Powers Used: Earth, Spirit, and Water

Casting Time: Full Round

Range: Touch (the channeler must touch the portal stone, but not the others who are moved)

Maintain/Tie Off: No

Use Portal Stone
Weave
Level
Additional
Characters
Moved
1 0
2 10
3 20
4 50
5 100
6 200
7 500
8 1,000
9 2,000
10 5,000


Balefire

This is a modification of the Destruction Weave Category. Add 1 to the weave level. The effect of the weave is not considered hit point damage. Instead, any creature within the target area that fails its reflex saving throw is immediately destroyed. Inanimate unattended objects automatically fail. The only thing that survives balefire is cuendillar.


Craft Cuendillar

When this weave is cast on an inanimate object, it is transformed into cuendillar. Cuendillar is a soft creamy white, and is completely indestructible. Even balefire can not scratch it.

Casting Time: Full Round

Range: Touch

Maintain/Tie Off: No

Craft Cuendillar
Weave
Points
Spent
Maximum
Target
Size
3 Diminutive
4 Tiny
5 Small
6 Medium
7 Large
8 Huge
9 Gargantuan
10 Colossal


Reform

With this complex weave, you transform an object into anther object of the same size. A handful of feathers may be turned into a flower, a tree stump transformed into a chair, and so on.

Powers Used: Air, Earth, Fire, Spirit, and Water

Casting Time: Full Round

Range: Touch

Maintain/Tie Off: No

Reform
Weave
Level
Maximum
Target
Size
3 Diminutive
4 Tiny
5 Small
6 Medium
7 Large
8 Huge
9 Gargantuan
10 Colossal

Special Channeling Actions

Linking A single channeler can draw upon the strength of other channelers. With a move action, a channeler may join a Circle of channelers. No member of the circle may be further than 30 feet from the nearest fellow member of the Circle. Only one member of the Circle may channel. This leader may weave as normal, except that he or she may distribute damage from channeling among members of the Circle at his or her discretion. Furthermore, all members of the Circle gain a bonus to will saving throws equal to the number of channelers in the Circle.

Overchanneling: A channeler may push beyond the limits of what he or she can safely do. When overchanneling, may ignore channeling damage for one round, but the following round the damage is taken as lethal damage.

Maintaing a Weave: A weave may be maintained for as many rounds as desired with a move action. Note that some weaves can not be maintained.

Multiple Weaves: A channeler may cast multiple weaves in one round. Add the separate levels of the weaves being cast, treating them as a single weave to determine maximum weave strength.

Tying Off a Weave: Tying off weave requires the weave be maintained on the round it was cast, then a standard action used on the next round to tie it off. A tied of weave has a duration of one minute. Alternatively, with a full-round action instead of a standard action, the duration is one hour. Common sense must be used. Once the duration of an Air effect is over, the shape or effect is gone. However, stone reshaped will retain the new shape even after the weave dissipates.

Overpowering a Weave: A weave can be strengthened, making it harder to resist. By adding 1 to the weave level, the DC to resist it is increased by 2.

Channeler Feats

Only channelers may take feats from this list.

Battle Weave The DC to resist your weaves increases by 1.

Improved Battle Weave
The DC to resist your weaves increases by a further 1.

Channeling Stamina You only take d4 damage per level of weave cast instead of d6

Counterweave

If a weave is cast and its effect falls within 30 feet of you, you may make will saving throw against that weave. If successful, the weave has no effect. Multiple counterweave checks may take place in one round. Take a cumulative -5 penalty for each consecutive counterweave in a single round.

Expert Counterweave
You add your primary attribute bonus to your counterweave checks.
Flexible Counterweave
You may make counterweave checks against even spells and ranged attacks.

Fast Weaving Once per round, you may cast a weave as a move action instead of a standard action.

Improved Fast Weaving
You ignore initiative penalty when casting powerful weaves.

Lost Weave You may learn one weave from the Lost Weave list.

Savage Weave Weave damage is d8 instead of d6.

Improved Savage Weave
Weave damage is d10 instead of d8.

Campaign Information

Playing a Channeler

Religion: Channelers worship the Creator, the maker of all, the giver of Light.

Other Classes: Channelers will most likely view themselves as the superior to those around them. How he or she handles that belief varies greatly. Some will use it to bully and enslave. Others will see it as a burden of leadership.

Combat: Channelers rarely wade into melee. Their skills are best suited to long range attacks while protected by their more durable companions.

Advancement: Most channelers will eventually go to Tar Valon and train to become Aes Sedai. Other organizations my offer opportunities; Windfinders, Asha'man, Wise Ones.

Channelers in the World

"The Wheel Weaves as the Wheel wills."
—Moiraine, human channeler

Channelers are often found in high circles, guiding rulers (or ruling them).

Daily Life: Channeler are rarely content to lead (completely) ordinary lives. While innocuous to outward observation, a channeler may quite likely live in secret in a community, pulling a string here and there, listing to the hints of doings in the outside world.

Notables: Lews Therin, the Dragon. Moiraine Sedai, of the Blue Ajah. Rand al'Thor, the Dragon Reborn.

Organizations: Aes Sedai are the most common channelers, and are the only widely recognized legitimate channeler organization. Aes Sedai train in the White Tower in the city of Tar Valon. Their duty is protection and guidance of the nations around them. Other smaller organizations exist, but none carry anything like the clout of the White Tower, and the Aes Sedai publicly deny their existence.

NPC Reactions: People unfamiliar with channelers (most people) will view channelers with suspicion or even fear. Even the Aes Sedai are widely distrusted. Those familiar with channelers will treat them with respect, and even deference close to worship in the case of Aes Sedai.

Channeler Lore

Characters with ranks in History can research channelers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

History
DC Result
5 Channelers are powerful and mysterious, often with hidden plans. Aes Sedai sometimes help in time of need, but never do anything without a price; and that price is never money.
10 Channelers are indeed powerful, but they are less immortal than they seem. While most Aes Sedai can be counted on for aid, some are still not to be trusted.
15 Channelers wield the One Power, the force that drives the Wheel of Time.
20 A sinister force indeed, the Black Aes Sedai, hides among the other Aes Sedai in Tar Valon.

Channelers in the Game

Channelers are more than just power wielders in the simplest sense of the phrase; channelers are always planning, always evaluating their surroundings and the people they see. They often assume the role of diplomats, mediators and spokespersons, or more subtly advising those who do. In combat, they will stay to the rear and cast their powerful weaves, relying on their hardier companions to protect them from bodily harm.



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