Spellfire Channeler, 2nd Variant (3.5e Prestige Class)
Spellfire Channeler[edit]
“ | Magic isn’t meant to be bottled up in runes and rituals. It’s fire, lightning, chaos—alive. I don’t cast spells. I unleash them. | ” |
—Vaelith Emberhand, Elven Spellfire Channeler |
Individuals who dedicate themselves to mastering their spellfire have the potential to refine and perfect their innate abilities, transforming their talent into a powerful tool that boasts extraordinary capabilities. These remarkable powers are far beyond the reach of casual practitioners, whose fleeting attempts at spellcraft often remain little more than distant fantasies.
Becoming a Spellfire Channeler[edit]
Characters pursue the Spellfire Channeler class due to their innate connection to raw magic, a desire for unrestricted magical power, or the need to harness chaotic energy that traditional spellcasting cannot control.
Skills: | Concentration 8 ranks, Knowledge Arcana 2 ranks, Spellcraft 2 ranks |
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Feats: | Spellfire Wielder, Endurance |
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | 0 | 2 | 0 | 2 | Channel Spellfire, Increased Storage 2 | ||||||||||||||||||||||||||||||||||||
2nd | 1 | 2 | 0 | 2 | Improved Healing | ||||||||||||||||||||||||||||||||||||
3rd | 1 | 3 | 1 | 3 | Weapon Focus (Spellfire), Increased Storage 3 | ||||||||||||||||||||||||||||||||||||
4th | 2 | 3 | 1 | 3 | Drain Charged Item | ||||||||||||||||||||||||||||||||||||
5th | 2 | 4 | 1 | 4 | Rapid Blast 2, Increased Storage 4 | ||||||||||||||||||||||||||||||||||||
6th | 3 | 4 | 2 | 4 | Crown of Fire | ||||||||||||||||||||||||||||||||||||
7th | 3 | 5 | 2 | 5 | Increased Storage 5 | ||||||||||||||||||||||||||||||||||||
8th | 4 | 5 | 2 | 5 | Drain Permanent Item | ||||||||||||||||||||||||||||||||||||
9th | 4 | 6 | 3 | 6 | Maelstrom | ||||||||||||||||||||||||||||||||||||
10th | 5 | 6 | 3 | 6 | Rapid Blast 3, Manifest Spellfire | ||||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level) |
Level | Special |
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11th | Deep Storage 2 |
12th | Channel Epic Spellfire |
13th | Deep Storage 3, Bonus Epic Feat |
14th | Silver Flame |
15th | Rapid Blast 4, Deep Storage 4 |
16th | Bonus Epic Feat |
17th | Deep Storage 5 |
18th | - |
19th | Deep Storage 6, Bonus Epic Feat |
20th | - |
Class Features[edit]
Weapon and Armour Proficiency: Spellfire channelers are proficient with all simple weapons. They are not proficient with any type of armor or shields.
Channel Spellfire (Su): The channeler can expend spellfire energy levels to enhance their capabilities in several ways. Each ability requires a minimum concentration rank.
Channelling Spellfire abilities is a free action that can be used once per round per ability. You can only expend up to your spellfire channeler level in spellfire energy levels on channeled abilities.
Absorption: The channeler can expend spellfire energy levels to dissipate low level magic. Each spellfire energy level expended gives +3 spell resistance to every creature within 30ft. All spellfire blue effects turn magenta. Concentration rank 16.
At level 10, any spell resisted within the area of this ability adds its spell levels to the channeler’s spellfire energy pool. If multiple spellfire channelers are using this ability, they make opposed concentration checks. The winner of the concentration check gets all spell levels.
Agility: The channeler can expend spellfire energy levels to enhance their agility. Each spellfire energy level expended gives the channeler +1 circumstance bonus to dexterity for 1 round. The channeler has muzzle flashes of spellfire as she uses her enhanced dexterity. Concentration rank 10
Defense: The channeler can expend spellfire energy levels to reduce damage. As an immediate action, the spellfire channeler can reduce damage she is about to take by 2 points for every 1 spellfire energy level expended. Concentration 12.
If the channeler has 16 ranks in concentration, they can reduce the damage they are about to take by 4 points for every 1 spellfire energy level expended.
If the channeler has 18 ranks in concentration, they gain another immediate action for the current round.
Flight: The channeler can expend spellfire energy levels to gain the flight movement mode. Each spellfire energy level expended allows the channeler to fly according to the table. The flying channeler leaves a visible trail of light that fades after 1 round.
Speed | Maneuverability | Concentration | Duration |
---|---|---|---|
Half Normal | Poor | 10 | 1 Hour |
Normal | Average | 12 | 1 Minute |
Twice | Good | 14 | 5 Rounds |
Twice | Perfect | 18 | 1 Round |
Speed: The channeler can expend spellfire energy levels to increase their movement speed for 1 round. Each spellfire energy level expended allows the channeler to move 50ft faster for that r. The channeler appears more transparent while their movement is increased in this way, a glowing spellfire blue outline prevents the use of this ability as concealment. Concentration rank 8
Strength: The channeler can expend spellfire energy levels to enhance their strength. Each spellfire energy level expended gives the channeler +1 circumstance bonus to strength for 1 round. The channeler has veins of glowing spellfire as she uses her enhanced strength. Concentration rank 10
Increased Storage (Ex): The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:
Constitution +1 to Constitution ×2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a Constitution check (DC 10 + spell levels above constitution score) or take 1d6 points of damage as one of her spellfire energy level backfires.
Constitution x2+1 to Constitution ×3: As above, plus the channeler's skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Constitution check every hour.
Constitution x3+1 to Constitution ×4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by nondamaging spell, DC 20 to concentrate), and must make the backfire Constitution check every minute. A touch releases 1d6 spellfire energy levels as a flarespell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.
Constitution x4+1 to Constitution ×5: As above, except the character radiates a palpable (but nondamaging) heat to a radius of 20 feet, is in pain (treat as if distracted by nondamaging spell, DC 25 to concentrate), and must make the backfire Constitution check every round. A touch releases 2d6 spellfire energy levels as a flarespell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy using all stored energy levels at a random target within 30 feet in preference to any other action. This can hit allies
Regardless of the number of spellfire energy levels stored, a channeler can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score. (Involuntary expenditure, such as that noted above, isn't limited in this way.)
Improved Healing (Su): At 2nd level, the spellfire channeler can release stored spellfire energy levels to heal by touch. This restores 2d4 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level). At 6th level you can use this ability on any ally within 30ft
Weapon Focus (Spellfire): The channeler gains the Weapon Focus (spellfire) feat at 3rd level.
Drain Charged Item (Sp): As a standard action, a spellfire channeler of 4th level or higher, can drain a number of charges (up to her Spellfire Channeler Level) from a touched charged item (including single-use items such as potions and scrolls), converting the energy into their spellfire channeler level as stored spellfire energy levels. A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be drained per round. A creature gets to make a Will save (DC 10 + the spellfire channeler’s Constitution modifier) to prevent one of its held or carried items from being drained.
Rapid Blast (Su): At 5th level, the spellfire channeler can release two blasts of spellfire as a standard action. This increases to three blasts per standard action at 10th level. Each blast after the first suffers a cumulative —2 penalty to attack rolls (—0 for the first blast, —2 for the second, and —4 for the third).
Crown of Fire (Su): At 6th level, While the spellfire channeler is using their channel spellfire abilities, they gain additional bonuses for using several at once.
Deflect Arrows: While 3 or more channeled abilities are active, the channeler gains the Deflect Arrows feat, although rather than using a hand, a single spellfire energy level is expended to knock the missile away. If the channeler has no spellfire energy levels available, she cannot use this ability.
Intensity: While 4 or more channeled abilities are active, The channeler automatically melts all non-magical weapons that strike her (after inflicting damage, if any).
Fast Healing: While 5 or more channeled abilities are active, the channeler gains the Fast Healing 2 special quality.
Soulfire: While all 6 channeled abilities are active, the channeler is immune to all death spells, magical death effects, and energy drain, and any negative energy effects (such as from chill touch or inflict spells).
Drain Permanent Item (Sp): The channeler can drain power from certain permanent magic items by touch as a standard action. An item that creates spell effects (such as boots of speed) loses that function for 24 hours, and the channeler gains spellfire energy levels equal to half the caster level of the item plus the channeler’s class levels. A creature gets to make a Will save (DC 10 + the spellfire channeler’s Constitution modifier) to prevent one of its held or carried items from being drained. An item with all its permanent abilities drained for the day is still a magic item (for purposes of making saving throws when damaged, and so on).
Maelstrom (Su): The channeler can release spellfire energy in all directions as a 30-foot-radius spread in one of 3 different ways.
Flame: As a Full Round action the channeler produces a blue flaming cylinder 30ft radius, 10ft high. The pyre deals 1d6 damage (half fire, half pure magical energy) per spellfire energy level expended to each creature caught within the area. The channeler can focus this pyre further, for each 5ft radius sacrificed, gain 10ft in height. The pyres orientation is chosen at the time of activation.
Light: As a Full Round action the channeler produces a 60ft high, 30ft Radius flaming cylinder. The pyre restores 2d4 hit points per spellfire energy level expended to each creature caught within the area. The channeler can avoid healing a creature within the effect by spending 1 spellfire energy level per avoided creature.
Ward: As a Full Round action the channeler produces a 30ft radius antimagic field for 1 round per spellfire energy level expended.
Manifest Spellfire (Su): The Channeler can spend their life essence to fuel their spellfire abilities. As a standard action, The Channeler can take 1d8 damage (ignores weakness and resistance and any damage reduction the channeler might have) any number of times to increase their stored Spellfire Energy Levels by the same amount. eg a player takes 4d8 points of damage to gain 4 spellfire energy levels they can use with any spellfire related ability.
Epic Class Features[edit]
Deep Storage (Ex): The epic channeler's capacity for storing spellfire energy levels is significantly increased. Treat the epic channeler's constitution as though its base value were instead multiplied by the Deep Storage value. Eg Vaelith has a Constitution score of 25, this means his Increased Storage class feature operates at stored spellfire energy levels of 0-25, 26-50, 51-75, 76-100, & 101-125. When he gains Deep Storage 2 it will operate at stored spellfire energy levels of 0-50, 51-100, 101-150, 151-200, 201-250.
Channel Epic Spellfire (Su): Once per day plus one for every two levels after 12th, the Epic Spellfire Channeler may spend more spellfire energy levels on a channeled spellfire ability than the usual limit. They are still limited by the amount of stored spellfire energy levels.
Bonus Feats: The epic Spellfire Channeler gains a bonus feat (selected from the list of epic Spellfire Channeler feats) at 13th level and every 3 levels after.
Silver Flame (Su): Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, silver fire can be used for different effects. It can act as a ring of warmth or a ring of mind shielding, allow the user to breathe water, or banish all external magical compulsions upon the user as if a greater dispelling spell were cast upon her. Only one of the above effects can be used at any time.
The user can call upon silver fire to revitalize her, allowing her to function without food or drink for up to seven days. Once every hour she may unleash silver fire as a blast of flame. This blast may be in an area 5 feet wide and up to 70 feet long, breaking through barriers as a lightning bolt would and overcoming magical barriers and spell resistance automatically. This blast deals 4d12 points of fire damage (Reflex half DC 23). Alternately, the silver fire can be unleashed in a 70-foot cone, dealing no damage but permanently restoring dead magic zones within the cone to normal and dispelling (as a greater dispelling spell) any antimagic field effects that contact the cone. This cone effect is draining on the Weave, and Mystra discourages its use except for emergencies.
Using Silver Flame spend no spellfire energy levels.
Rapid Blast (Su): At 15th level, the spellfire channeler can release four blasts of spellfire as a standard action. Each blast after the first suffers a cumulative —2 penalty to attack rolls (—0 for the first blast, —2 for the second, —4 for the third, and -6 for the fourth).
Epic Spellfire Channeler Bonus Feat List: Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Fast Healing, Great Constitution
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