This class is intended to be the ancient master/mystic on the mountain type of dude, with mastery of magic and the martial arts. He casts Normal spells (see the Bard thread for a description of the magic levels), which basically puts him on the level of a Cleric or Shaman spell-wise. He’s got the basics of Monky combat, and a small set of funky Ki abilities which give him a special flavor. (The Ki abilities will come back later for another class or to, as well.)
CHANNELER
Alignment: Any.
Hit Die: d6.
Class Skills: 2+Int
The channeler’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge: (anatomy, arcana, magic, religion) (Int), Spellcraft (Int), Swim (Str), and Tumble (Dex).
BAB: Middle
Saves: All High
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[br] Spell Levels:[br] 0 1 2 3 4 5 6 7 8 9[br] 1 Unarmed strike, intuitive defense, [br] flurry of blows; 1d6 unarmed dmg. 3/5 1/2 [br] 2 Ki ability 4/6 2/3 [br] 3 4/6 2/3 1/2 [br] 4 4/7 3/4 2/3 [br] 5 Clean flurry 5/7 3/4 2/3 1/2 [br] 6 Ki ability 5/8 3/5 3/4 2/3 [br] 7 Unarmed damage 1d8 5/8 4/5 3/4 2/3 1/2 [br] 8 6/9 4/6 3/5 3/4 2/3 [br] 9 Flawless flurry 6/9 4/6 4/5 3/4 2/3 1/2 [br]10 Ki ability 6/9 5/7 4/6 3/5 3/4 2/3 [br]11 Greater flurry 6/9 5/7 4/6 4/5 3/4 2/3 1/2 [br]12 6/9 5/8 5/7 4/6 3/5 3/4 2/3 [br]13 Unarmed damage 1d10 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2 [br]14 Ki ability 6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3 [br]15 6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2 [br]16 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3 [br]17 6/9 6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2 [br]18 Ki ability 6/9 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3 [br]19 Unarmed damage 2d6 6/9 6/9 6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3 [br]20 Ki mastery 6/9 6/9 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4[br]
Class Features
All of the following are class features of the channeler.
Weapon and Armor Proficiency: A channeler is proficient with no weapons, armor, or shields.
Spells: A channeler casts normal spells. A channeler’s spells have verbal components (harmonizing the voice with the body and mind), and somatic components (complex postures taken to open the meridians). A channeler may choose to ready any spell she has access to provided she can cast spells of that level. She readies spells ahead of time, any of which she can cast up to the maximum number of spell slots available to her for each given level. In order to ready or cast a particular spell, a channeler needs a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a channeler’s spell is 10 + 1/2 the channeler’s character level + the channeler’s Wisdom modifier.
Unarmed Strike: At 1st level, a channeler gains Improved Unarmed Strike as a bonus feat. A channeler’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a channeler may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a channeler striking unarmed. A channeler may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a channeler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A channeler’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A channeler also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Channeler. The unarmed damage on Table: The Channeler is for Medium channelers. A Small channeler deals less damage than the amount given there with her unarmed attacks, while a Large channeler deals more damage; see Table: Small or Large Channeler Unarmed Damage.
Table: Small or Large Channeler Unarmed Damage
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[br]Level Small Large[br] 1-6 1d4 1d8[br] 7-12 1d6 2d6[br]13-18 1d8 2d8[br]19-20 1d10 2d10[br]
Flurry of Blows (Ex): When unarmored, a channeler may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the channeler might make before her next action. When a channeler reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A channeler must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a channeler may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a channeler applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The channeler can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a channeler may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a channeler reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Intuitive Dodge (Ex): When unarmored and not using a shield, a channeler gains a bonus to AC equal to his Wisdom modifier.
Ki Ability (Su): At 2nd level and every 4th level thereafter, the channeler learns a way in which to channel his ki into effects. Each Ki Ability has a number of modifications that can be purchased by selecting them with the Ki Ability class feature. These modifications are optional and may be turned on or off at any time as free actions unless otherwise noted. Ki Abilities can be used once per level per day. Choose one power from the following list each time a new Ki Ability class feature is gained:
Attack Ki: his ability allows the channeler to attack an object’s ki, rather than it’s physical structure. The channeler’s attacks against objects ignore hardness and deal an amount of additional damage equal to the channeler’s Wisdom modifier. This ability requires a standard action.
By spending another iteration of the Ki Ability class feature on this power, the channeler can gain one of the following additional effects:
[*]Destructive Resonance: The channeler’s attacks against objects resonate destructively, dealing damage equal to the original attack one round after the original attack was made.
[*]Attack Living Ki: The channeler learns to apply this technique to living creatures’ ki. The channeler ignores a creature’s Damage Reduction in addition to any Hardness it has, but this ability works otherwise as normal.
[*]Ki Sunder: The channeler can use the Attack Ki power to attempt to Sunder any object, no matter it’s size. Attempts to Sunder objects more than 5 feet large in multiple dimensions result only in five-foot sections of the object being destroyed.
Ki Projection: This ability allows the channeler to, as a full-round action, project his ki into the form of a bolt of force that flies in the direction he desires and deals damage to creatures or objects it hits. The projectile deals 1d12 damage per four class levels plus the channeler’s Wisdom modifier and hits as a ranged touch attack, with a critical matrix of 20/x2. This attack has an absolute range of 60 feet with no range increment.
By spending another iteration of the Ki Ability class feature on this power, the channeler can gain one of the following additional effects:
[*]Quick Projection: The channeler can use Ki Projection as a standard action.
[*]Energy Projection: The channeler can choose one energy type (Fire, Cold, Acid, Electricity, or Sonic) and change the Ki Projection from force damage to damage of that type. The Ki Projection retains it’s ability to strike ethereal creatures despite losing the force descriptor.
[*]Destructive Projection: The critical multiplier of the channeler’s Ki Projection increases to x4.
[*]Penetrating Projection: The threat range of the channeler’s Ki Projection increases to 17-20/x2.
[*]Projection Spread: The channeler’s Ki Projection becomes a 45’ cone of tiny projectiles, dealing 1d4 per four class levels +Wisdom modifier to every target within the cone.
[*]Projection Beam: The channeler’s Ki Projection becomes a 60’ long, 5’ wide line of continuous energy, dealing 1d8 per four class levels + Wisdom modifier to every target within the line.
[*]Explosive Projection: The channeler’s Ki Projection becomes a tiny bead that detonates in a 20’ burst, dealing 1d6 per four class levels + Wisdom modifier to every target within the area. The bead has a range of 90 feet.
[*]Powerful Projection: Creatures struck by the channeler’s Ki Projection must make a Reflex save DC 10+1/2 class level + Wisdom modifier or fall prone.
[*]Stunning Projection: This ability cannot be selected unless the channeler has also selected the Stunning Attack Ki Ability. The channeler can channel a Stunning Attack into his Ki Projection, forcing a creature hit by the Ki Projection to make a Fortitude save (DC 10+1/2 the channeler’s level + the channeler’s Wisdom modifier) or be stunned for one round. This ability cannot be used simultaneously with Projection Spread, Projection Beam, or Explosive Projection, and using it requires two uses of Ki Ability for the day: one for the ki Projection and one for the Stunning Attack.
Stunning Attack: The channeler can expend a use of his Ki Ability to force any opponent he hits in combat with his unarmed strike to make a Fortitude save (DC 10+1/2 the channeler’s level + the channeler’s Wisdom modifier) or be stunned for 1 round.
By spending another iteration of the ki Ability class feature on this power, the channeler can gain one of the following additional effects:
[*]Ki Disruption: The channeler’s Stunning Attack disrupts the opponent’s ki rather than his nervous system, changing the save from a Fortitude save to a Will save.
[*]Nerve Strike: The channeler’s Stunning Attack causes blinding pain to the victim. In addition for being stunned for one round, the victim is blinded for 1d4 rounds if he fails his save.
[*]Strike the Bodyless: The channeler’s can channel his ki even into creatures that have no body. This allows any Stunning Attack to strike incorporeal creatures as if it were incorporeal itself, with no chance of missing.
[*]Elemental Attack: The channeler’s ki can take the form of elemental energies. Each time the channeler makes a Stunning Attack, he chooses one of the following energy forms, and his attack deals 1d12 per four channeler levels of additional damage of that type: Acid, Cold, Electricity, Fire, Sonic.
Ki Field: The channeler can channel his ki into his flesh, granting him a pair of effects: first, the channeler gains DR 3/-, and second, any creature that delivers a melee attack against the channeler without using a reach weapon takes 1d4 points of force damage per four channeler levels for having done so. Both of these effects last for the channeler’s Wisdom bonus in rounds.
By spending another iteration of the ki Ability class feature on this power, the channeler can gain one of the following additional effects:
[*]Iron Skin: The DR granted by this ability raises to 6/-.
[*]Elemental Field: The damage dealt by this ability becomes damage of one elemental energy type chosen by the channeler at the time the ability is activated (Acid, Cold, Electricity, Fire, or Sonic).
[*]Power Field: The damage dealt by this ability increases to 1d6 per four channeler levels.
[*]Dragon Ki: While this ability is active, the channeler may make a Fortitude save (DC 30+ the enhancement bonus of the critting weapon, if any) whenever he would normally be critically hit. If the channeler succeeds, he takes damage as if the hit were not critical.
Supernatural Reflexes: The channeler can, as a special non-action capable of being taken before initiative is rolled at the beginning of combat, expend a Ki Ability to add his Wisdom modifier to his initiative roll. The channeler may do this even if he is surprised and does not get to roll initiative until after his opponents have taken a surprise round.
By spending another iteration of the Ki Ability class feature on this power, the channeler can gain one of the following additional effects:
[*]Deflect Arrows: During any combat in which the channeler used this power, he may, once each round but not more than once per point of Wisdom modifier for the entire combat, automatically deflect any one incoming projectile, not including magical projectiles (such as an Acid Arrow) or extraordinary projectiles (such as a Hill Giant’s thrown boulder).
[*]Circular Reactions: For the duration of any combat in which the channeler used this power, the channeler is immune to being flanked by any character whose character level or Hit Dice are equal to or less than the channeler’s character level plus his Wisdom modifier.
[*]Swat Blades: For the duration of any combat in which the channeler used this power, the channeler may, once per round but not more than once per point of Wisdom modifier for the entire combat, automatically deflect any one incoming melee attack, not including melee touch attacks (such as a strike from a Flame Blade spell), or weapons whose enhancement bonus is greater than the channeler’s character level divided by four.
[*]Instinctive Reflexes: For the duration of any combat in which the channeler used this power, the channeler does not lose his Dexterity bonus to AC against invisible creatures whose character level or Hit Dice are equal to or less than the channeler’s character level plus his Wisdom modifier, and is considered to automatically succeed at Sense Motive rolls to detect enemies’ feints.
Extraordinary Athlete: The channeler gains a bonus equal to his Wisdom bonus to all Balance, Climb, Jump, Swim, and Tumble checks for 10 minutes per class level.
By spending another iteration of the Ki Ability class feature on this power, the channeler can gain one of the following additional effects, each of which share their duration with the original ability:
[*]Leap of the Clouds: The channeler gains an additional 2 times his Wisdom bonus to Jump checks.
[*]Great Scaling: The channeler gains a Climb speed of 5 times his Wisdom bonus in feet.
[*]Superior Swimming: The channeler gains a Swim speed of 5 times his Wisdom bonus in feet.
Ki Mobility: The channeler can expend a Ki Ability as a free action to gain an additional move-equivalent action each turn for a number of turns equal to his Wisdom modifier. This ability cannot be used to grant more than one extra MEA each turn.
By spending another iteration of the Ki Ability class feature on this power, the channeler can gain one of the following additional effects, each of which end when Ki Mobility ends:
[*]Hidden Strike: When the channeler activates Ki Mobility, he also gains the ability to make two attacks in a single partial action. The second attack is made at his highest BAB minus 5.
[*]Gecko Walk: When the channeler activates Ki Mobility, he also gains the effects of the Psionic feat Up The Walls.
[*]Wire Fu: When the channeler activates Ki Mobility, The channeler may Tumble his entire land speed whenever the description of the Tumble skill would normally only allow him to Tumble 20 feet.
Ki Mastery (Su): At 20th level and beyond, a channeler doubles his Wisdom modifier before he applies it to any effect of his Ki Abilities. This doubling also applies whenever the channeler’s Wisdom modifier is used to determine the save DC for any of the channeler’s Ki Abilities.
Essence