Spellfire Channeler (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Spellfire Channeler[edit]

Come looking for me, and I will blast you to dust, and then lay waste to all your descendants, ancestors, and the realm you came from, every last tree and stone of it. Why? Well, it's what I usually do.
—Baerendtia Riverhand, Sage of Sperndelzyon, Forgotten Realms
<img link>
By [img src link]


Becoming a Spellfire Channeler[edit]

Characters pursue this class to augment their spellfire capabilities, Fighters and Barbarian Gish characters drop in to power up their ranged options, and boost their magic defences.

Entry Requirements
Skills: Concentration 8 Ranks, Knowledge (Arcana) 2 Ranks, Spellcraft 2 Ranks
Feats: Spellfire Wielder (Updated)
Class Skills (2 + Int modifier per level)
Bluff, Concentration, Craft, Disguise, Heal, Intimidate, Knowledge (Arcana), Profession, Sense Motive, Spellcraft, Survival.
Table: The Spellfire Channeler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Class Features
Fort Ref Will
1st 0 2 0 2 Deep Storage, Drain Charged Item
2nd 1 3 0 3 Improved Storage x2, Rapid Blast, Weapon Focus (Spellfire)
3rd 2 3 1 3 Improved Storage x3, Drain Permanent Item, Flight
4th 3 4 1 4 Improved Storage x4, Spellfire Aura
5th 3 4 1 4 Improved Storage x5, Maelstrom

Class Features[edit]

Weapon and Armor Proficiency: Spellfire channelers are proficient with all simple weapons. They are not proficient with any type of armor or shields.

Deep Storage: The spellfire channeler learns how to store spellfire charges in deep reserve. These spellfire charges don't count as part of your normal storage capacity, but they also can't be used to power spellfire effects without first calling them out of reserve. Spellfire charges in reserve don't detect as magical, so a spellfire channeler's true nature cannot be determined by detecting them. Placing any number of stored spellfire charges in reserve requires a full-round action, as does calling any number out of reserve into normal storage capacity. The spellfire channeler can hold a number of spellfire charges to their normal storage capacity (1x Constitution score) in reserve. Additionally, resting for 8 hours uninterrupted fully charges both the Spellfire Channeler's Spellfire Storage and their Reserve.

Drain Charged Item (Sp): As a standard action, a spellfire channeler can drain up to their class level in charges from a touched charged item (including single-use items such as potions and scrolls), converting the energy into as many stored spellfire charges. 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+Class Level+Charisma) to prevent one of its held or carried items from being drained.

Improved Storage (Ex): The channeler's capacity for storing Spellfire charges is multiplied by their class level. Their light is visible only to allies, but If the Spellfire Channeler takes a standard action, they must succeed on a concentration check (DC 10 + Stored Spellfire charges above constitution score) or their Light is doubled and revealed. With different effects depending upon the number of levels stored:
Constitution +1 to Constitution ×2: The channeler's eyes glow brightly, and they radiate light like a candle up to 30ft.
Constitution ×2 +1 to Constitution ×3: As above, plus the channeler's skin glows shedding light as a torch up to 40ft, and they feel a burning sensation within their body (treat as endure elements, but only for cold climates).
Constitution ×3 +1 to Constitution ×4: As above, except the channeler sheds light equal to a campfire up to 60ft, and their warmth radiates to all within 5ft.
Constitution ×4 +1 to Constitution ×5: As above, except the channeler sheds light equal to a beacon up to 120ft, and the character radiates a palpable heat to a radius of 20 feet. Regardless of the number of spellfire charges stored, a channeler can expend only a number of spellfire charges per round equal to her Hit Die.

Rapid Blast (Su): At 2nd level, the Spellfire channeler can release two blasts of Spellfire as a standard action. This increases to three blasts per standard action at 5th 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).

Weapon Focus (Spellfire): The channeler gains the Weapon Focus (Spellfire) feat at 2nd level.

Drain Permanent Item (Sp): The channeler can drain power from 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 charges equal to the caster level of the item. A creature gets to make a Will save (DC 10+Class Level+Charisma) 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).

Flight (Su): The channeler can expend Spellfire charges to fly as the spell. Each spellfire charge expended allows the channeler to fly for 1 minute. The flying channeler leaves a visible trail of light that fades after 1 round.

Spellfire Aura(Su): By expending 10 Spellfire charges, a channeler can manifest an aura, which appears as a halo of spellfire around her head and shoulders, providing light equal to a daylight spell. The aura gives allies within 30ft damage reduction 5 over come by magic and silver, and automatically melts all non-magical weapons that strike them or their allies (after inflicting damage, if any). The aura grants allies the ability to ignore incoming damage by expending Spellfire charges, expending 1 Spellfire charge for every 3 points of damage ignored. This is not an action, and can spend no more than the channeler's Hit Die per round on this ability. Maintaining the aura requires expending 10 Spellfire charges each round as a free action. The aura does not interfere with the channeler's actions, including using other spellfire abilities.

Maelstrom (Su): While the channeler's Spellfire Aura is active, enemies within the aura take 1 point of pure magical force damage for each Spellfire charge expended. The channeler has learned to access the raw magic that is spellfire direct from the weave, three times per day the channeler can use their spellfire abilities without expending their stored levels for 1 round. Maelstrom wont deal its normal damage to enemies within the spellfire aura as your spellfire charges were not expended.

Playing a Spellfire Channeler[edit]

Combat: The Spellfire Channeler is a master of martial and magical combat, for as long as they have enough energy. Trying to be the best at both will drain the channeler too quickly and long drawn out fights against too many opponents will wear down the resources of the channeler.

Advancement: Making the most of this prestige is relatively easy, as its not a true casting class, the variety of martial class options are open without losing spellcasting advancement. Which represents what this class is about, magic made martial.

Resources: Little is known about Spellfire Channelers, because little research has been done into spellfire itself. Magic users tend to understand that spellfire is as direct a connection to the goddess of magic as one could be without talking to the goddess herself.

Spellfire Channeler's in the World[edit]

Spellfire Channeler's should be rare. Everyone knows to access the weave you need to cast magic, say the right words, make the right gesture and bam magic spell. Spellfire Channeler's walk a fine line between Warlock and Sorcerer.

Spellfire Channeler Lore[edit]

Characters with ranks in Knowledge(Arcane) can research Spellfire Channelers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcane)
DC Result
11 Spellfire Channeler's store magic power.
16 Spellfire Channeler's can absorb magic from items and spells cast on them.
21 Spellfire Channeler's can fly.
26 Spellfire Channeler's can protect entire groups of people with their spellfire.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: