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Author Topic: DH's Channeler Rework  (Read 44491 times)
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Doomed Hero
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« on: November 12, 2011, 07:58:41 PM »

This is a work in progress and will be edited as I go. Normally I work on a word document and cut and paste the whole thing, but I'm working on this one from a work computer so It's not going to look quite as pretty as my reworks usually do until I'm done with it.
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Jack Chick, Abdul Alhazred, and Aleister Crowley walk into a bar...
Doomed Hero
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« Reply #1 on: November 12, 2011, 08:23:17 PM »

My analysis-

Usually I preface my assessment with a series of supporting arguments. This time I'm just going to just the the chase because I feel my conclusion is self evident.

Despite the fact that there are 3 different casting traditions, casters feel very mechanically similar.  The various traditions don't actually add much variance to how a channeler plays. Spell school selection is actually a much larger factor, and frankly, that seems wrong to me.

The flavor is all there, but mechanically it doesn't really work.

A Hermetic Channeler is worst off. Their Lorebook is basically just an excuse to allow them to make a level check in place of a knowledge check. This helps them save on skill points, but really, any character with lots of knowledges could probably do what the Hermetic does just as well. Worse yet, skill-wise the Hermetic is the "knowledge guy", which means that they are probably going to have lots of knowledge skills themselves, making their lorebook a bit redundant with where their skill points are likely to be focused.

The Spiritual Channeler has some fantastic abilities that are completely invaluable when they come up and completely useless when they don't. They are about as circumstantial as any class ability outside of Trapsense. The other issue is that Spirituals learn by "communicating with spirits" but this isn't really gone into. Does it mean they can talk to spirits all the time? Can they sense them? See them? Does it require some kind of ritual? How does it work? Ambiguity lets every GM have their own take, but some guidelines would be nice.

The Charismatic is just fine. They basically have a whole set of always-good, unique, uncounterable abilities that do everyone's favorite things- Buff The Party. They get a little hosed int he "learning new spells" department, but let's be honest, in most games the entire spell learning processed is basically handwaved away with some dicerolls during some downtime.

Pathfinder did a fantastic job with giving Caster classes an array of abilities to choose from outside of spellcasting that would help them all feel unique. My goal in this rework is to do the same thing for the various Midnight spellcasting Traditions.
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Doomed Hero
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« Reply #2 on: November 12, 2011, 10:55:08 PM »

The Overview-

I am designing this from the standpoint that Magic is an ambient force created and flowing around and through everything in the world. Spellcasters do not lessen the amount of magic in an area when they use it. They merely manipulate it and occasionally change it's form. Spell Energy is not a caster's personal endurance in regards to processing and manipulating magic. Spell Energy is more akin to a rechargeable battery which is depleted as the caster uses the energy they've stored to manipulate the magical energies around them. Once the battery is depleted the magical energies begin taking their toll on the casters, drawing the necessary power to change reality from the Caster's own personal magical essence (in the form of Attribute damage)
A spellcaster's Tradition describes the method they use to interact with magical energies. This covers everything from the special abilities they gain, to how they learn new spells and even how they regain spell energy.

The Hermetic- To a Hermetic Channeler magic is just another force to be harnessed. Like a windmill or a waterwheel, the Hermetic builds objects and creates formulas that allow them to change one form of energy into another. The Hermetic Channeler collects information and deciphers it. The magic they use, and the way they use it, actually effect the Hermetic's mind in ways that allow them to more quickly do things like measure, count, calculate and decipher. They are known for their incredible memories and their ability to solve complex problems. They learn new spells by extrapolating and elaborating on old ones, or by reverse engineering effects that they have witnessed. To them magic is about precision, giving them a weakness in their ability to cope with their spells being interrupted, but allowing them the benefit of being able to cast spells they have mastered more efficiently than other traditions. Hermetic Channelers regain Spell Energy by mental exertion. Researching, learning new things, coming up with solutions to problems, spreading knowledge, even playing games of skill against other people.

The Spiritualist- To a Spiritual Channeler magic is the essence of the world. By watching the ebb and flow of the energy between objects and creatures the Spiritualist learns how to manipulate energy the way the spirits of the land do. Their approach to magic tends to be extremely natural even if their results sometimes aren't. By watching a storm form, for example, a Spiritual Channeler may learn how to call rain in a desert. Spiritual Channelers tend to be about observing and recreating natural phenomena, or enhancing and using what is already there. Spiritualists tend to be incredibly observant and intuitive. Their magical practices actually give them a supernatural sense of the world around them, letting them sense things that would be impossible for a normal person. Their understanding of natural energies gives them command over entities bound to those energies, such as Elementals. To a Spiritual Channeler, using magic is about using the energies already in an area, amplifying or diverting them to their own needs.  This gives them impressive power when using spells that create or emulate natural effects, but gives them a hindrance in that they often have a much harder time casting spells that run counter to the natural disposition of their surroundings. Spiritualists replenish their energies by observing and aiding nature. Simple things like fishing, gardening, observing animals or weather phenomena, or even simply cloud watching are sources of power to a Spiritualist.

The Charismatic- To the Charismatic, power lies in the hearts of people, and manipulating those hearts, for good or ill, is the source of their strength. Charismatic channelers tend not to understand much of how magic works. They only know that they feel strongest in a group and that magic swirls and gathers to the tune of people's emotions. What the Charismatic does is take that emotional energy, focus it through the power of sheer will, and force reality to conform. The magic they work turns them into energy collectors, pulling in the raw energy given off by others. To this end they develop powerful ways of amplifying and manipulating the emotion states of people around them. If the Hermetic's approach is that of the architect and the Spiritualist's approach is that of the gardener, the Charismatic's approach is that of the con man. Part intuitive skill, part lucky guess, the Charismatic's magics are sometimes prone to erratic and unpredictable results. On the other hand, due to their unpredictable nature the charismatic's spells are often very difficult for others to figure out or counter. Spells cast on others tend to be quite strong for the Charismatic. Casting spells on things incapable of emotional response tends to be a challenge. Charismatics replenish their energies through social interaction. Some are carousers, feeding of the joy and happiness of others, others are sadists, sewing misery and pain and refueling themselves with it. Some are a mixture. Whatever the case, a Charismatic is almost never alone.

The Orphic- The Orphic's body is a temple. To them power is entirely internal. Through a regime of self control, personal ritual and constant practice the Orphic learns to turn their internal energy into external reality. Their approach to magic changes them physically, sometimes in startling ways. The Orphic's magic tends to be very personal. If the Hermetic is an architect, the Orphic is a sculptor. Spells cast on themselves tend to be quite easy for them to maintain. Casting spells on others can be very difficult. The Orphic regains lost energy through personal reflection. Introspective meditation, exercise, keeping a personal journal, or other personal rituals can all allow them to draw in outside energy and make it their own.

The Witch- There are things in the world with vast power who require mortal agents to enact their will through. These entities seek out those with strong but often crazed minds and offer them power in return for service. These practitioners are called Witches, and magic, to them, is about the unraveling and reweaving of mysteries. They do not possess the fundamental knowledge or intuitive grasp of magic that Hermetic and Spiritual channelers do, but the do not need to. Whatever understanding they lack, their patron fills in the gaps allowing them time and opportunity for other pursuits. Their connection with their patron often changes them in strange ways, making their minds maddened and their bodies twisted but with unnatural resiliency as a result. Witches magics often leave lingering effects, or manage to hinder their subjects even if they are resisted, but because of their lack of real knowledge they often find it difficult to counter or dispell the magics of others, and their spells are sometimes easily disrupted. Witches regain their power through communion with an agent of their patron, usually a small animal of some kind.

The Binder- Where the Witch is the servant of a powerful entity, a Binder is the master of lesser ones. Trafficking with bodiless outsiders, the spirits of the dead, fae creatures, manifestations of ancient magic and forgotten powers, Binders draw power from things lost, dead, forgotten or banished. Communing with these spirits gives the Binder a sort of second sight, allowing them to see and hear things normally invisible to mortals. Binders are known for their ability to summon things from beyond the Veil to do their bidding, and for their ability to meld otherworldly spirits with their own bodies. Binders learn magic from the spirits they pact with, often having long conversations with things that are not there and using magic in ways that have not been seen in ages. Because of this, they tend to be less versatile than other channelers, possessing small and often strange spell lists.
« Last Edit: November 13, 2011, 12:26:51 AM by Doomed Hero » Logged
Doomed Hero
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« Reply #3 on: November 13, 2011, 12:28:12 AM »

The Channeler

1 Magecraft, bonus spell energy, art of magic, tradition
2 Spellcasting, bonus spells, tradition gift
3 Tradition gift
4 Bonus Feat
5 Spellcasting
6 Tradition gift
7 Bonus Feat
8 Spellcasting
9 Tradition gift
10 Bonus Feat
11 Spellcasting
12 Tradition gift
13 Bonus Feat
14 Spellcasting
15 Tradition gift
16 Bonus Feat
17 Spellcasting
18 Tradition gift
19 Bonus Feat
20 Tradition Mastery


Hit Die: d6.

BaB: 3/4ths, as per Rogue

Saves

Fort: Poor
Ref: Poor
Will: Good

Starting Possessions: 2d4x10 vp.

Class Skills

The channeler's class skills (and the key ability for each skill) are Craft (Int), Linguistics (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (spirits) (Int), Profession (Wis), Ride (Dex) and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at each additional level: 4 + Int modifier.
Additional Class Skills

Binder: Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (History) (Int), Sense Motive (Wis).

Charismatic: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidation (Cha), Perform (Cha) Sense Motive (Wis) and Use Magic Device (Cha).

Hermetic: Knowledge (all skill, taken individually) (Int).

Orphic: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Swim (Str).

Spiritual: Diplomacy (Cha), Knowledge (nature) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).


Channeler Class Abilities

Weapon and Armor Proficiency: Channelers are skilled with all simple weapons. Channelers are not proficient with any type of armor or with shields. Armor of any type exposes a channeler to the risk of spell failure.

Magecraft: The channeler gains the Magecraft feat for free at 1st level. When a character gains the Magecraft feat, he must choose a spellcasting tradition. The tradition chosen determines the channeler's key ability for spellcasting, determines how he learns additional spells, and determines the channeler gifts that he may gain as he advances in channeler level, as described below.

Bonus Spells: Starting at 2nd level, the channeler learns two new spells of any level and school he can cast upon gaining a new channeler level. This is in addition to the spells learned from the Magecraft and Spellcasting feats.

Bonus Spell Energy: The channeler's maximum spell energy increases by one point for every level of channeler he gains.

Art of Magic: The channeler focuses on the art, science, or philosophy of magic above all else. As such, he may master spells more quickly than a mere dabbler. Usually, a character may only know or cast spells of a level equal to or less than one-half his character level (rounded down). A character with more channeler levels than levels in other classes adds +1 to his character level for this purpose.

Tradition: At first level the Channeler chooses how they interact with the magical world. This determines their strengths and weaknesses in regards to the spells they cast, how they will learn new spells and how they will replenish spent Spell Energy, and also which abilities they may pick from when they begin earning Tradition Gifts.

The Regaining Spell Energy ability listed by each tradition notes the method each tradition uses to replenish their arcane power. It is important to note that this requirement is in addition to the normal requirements listed in the Magic section of the Midnight core rules book. This means that a hermetic channeler, for example, needs mental stimulus in addition to the normal 8 hours rest and sustenance each time they regain spell energy. Without that rest or sustenance they are unable to regain spell energy except at the much slower rate listed in the ability description.

Spellcasting: A channeler gains the spellcasting feat at 2nd level and every three levels thereafter, each time choosing a new spell school. A channeler who qualifies may choose Greater Spellcasting instead.

Bonus Feat: The channeler gains a bonus feat at 4th level and every three levels thereafter. The type of feat that may be chosen depends on the channeler's tradition.
« Last Edit: December 31, 2011, 11:27:38 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #4 on: November 13, 2011, 01:20:17 AM »

Not bad for a night's work. Tradition descriptions to come soon.
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arnon
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« Reply #5 on: November 13, 2011, 05:00:06 AM »

Very interesting DH. Can't wait to see more. Smiley
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TwiceBorn
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« Reply #6 on: November 13, 2011, 12:45:12 PM »

Great start, DH! Thanks for doing this! I've been wanting to do something similar for my game, but I think you have a far stronger grasp of game design, balance and mechanics than I do. Looking forward to the rest!
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Doomed Hero
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« Reply #7 on: November 14, 2011, 02:43:12 PM »

The Hermetic

The following are the abilities and options of the Hermetic tradition.

Literate: At 1st level, hermetic channelers gain literacy in any one language in which they have skill ranks. Every three levels thereafter, they gain literacy in another language in which they have skill ranks.

Scribe Scroll: At second level the Hermetic Channeler gains the Scribe Scroll feat.

Bonus Feats: Hermetic channelers may choose Spell Knowledge, item creation feats, or metamagic feats as bonus feats.

Learning New Spells:

Decryption: Ensconced as they are in the trappings of books, scrolls, glyphs, and runes, hermetic casters may learn new spells by finding them in other hermetic casters' lorebooks or on scrolls. Obviously, a spell cannot be learned unless a lorebook or scroll containing the desired spell is available. Learning a spell from a scroll destroys the scroll, as the learning process culminates in the successful casting of the spell. Once cast, the channeler begins the process of copying down the precise motions, energies and effects of the spell into their own spellbook. Learning an additional spell through lorebook or scroll study requires an expenditure of 16 hours of careful work per spell level. These hours do not have to be sequential, however, any amount of time spent that is less than eight hours only counts for half the actual time spent (rounded down). Once this process is completed, the channeler makes a Spellcraft check (DC 20+ the level of the spell). Success means they create a Casting Formula of the spell they have learned and adds it to their spellbook. Failure indicates they need to backtrack and alter their formula somewhere. Discovering their mistake takes a number of hours equal to how much they failed their check by, at which point they are allowed a new check. This process repeats until the spell is successfully learned. If the channeler is simply making a copy of an existing formula (see below), they are assumed to have made the necessary check the first time. In addition, because the research has already been done, time less than eight hours spent working is not halved.

Because of the method by which Hermetic Channelers learn and record spells, all the Casting Formula in their spellbooks count as Scrolls to themselves and other Hermetic Channelers. That means in dire circumstance a Hermetic Channeler has the ability to use their Casting Formula as scrolls, destroying them in the process of using them. Hermetic Channelers are known for using elaborate cyphers when recording their Casting Formula to keep other channelers from destroying their work in order to steal spells. Creating a cypher for a spellbook is slightly more complex than a normal linguistic cypher. First, the cypher is made with a Linguisitcs check to set the DC (check result = cypher DC, taking 10 or 20 is allowable), and then a Spellcraft check must be made at the same DC to make sure the formula is not altered by the cypher (again, taking 10 or 20 is allowable). Failure to make the Spellcraft check means the Cypher does not work with the spell and must be altered (requiring a new check). These checks are made as part of the process of creating a new Casting Formula (or re-copying an old one), and does not increase the time taken to do so.

Hermetic Channelers also often make copies of their Casting Formulas in case of emergency. Making Casting Formula is much like creating a Scroll, but takes quite a bit longer (see above). As such it is possible for Hermetic Channelers to have copies of their entire spellbook hidden away. In the Last Age, discovering ancient preserved copies of a powerful Hermetic's spellbook is a lifelong dream of many of today's channelers.

Extrapolation: Hermetic Channelers are extremely good at elaborating on what they already know. When without a new scroll to decrypt and learn from, the Hermetic will often take the basic concept of a Formula they already have and attempt to alter it to make it more or less powerful. Mechanically, what this means it that the Hermetic may take a spell they know and attempt to learn a similar spell of higher or lower level. (learning Summon Monster 2 from Summon Monster 1, or Scorching Ray from Fireball, for example). This works by taking an existing Casting Formulae and attempting to alter it. This takes 16 hours per level of the spell the Channeler is attempting to learn. This is identical to the process detailed in the Decryption section, save that a Spellcraft check is needed every eight hours. If successful that section is considered complete. If not, that time must be repeated and a new check made. Once the necessary time is spent, the channeler makes a final check just as if they were making a new Casting Formula (failure indicating more time to discover mistakes).

Because of the nature of learning spells by extrapolation, as soon as the extrapolation process begins the Casting Formula is no longer viable for memorization, meaning that it no longer counts as being in the Spellbook for casting purposes. Because of this, a wise Hermetic always makes a copy of the Casting Formula they are attempting to alter before beginning their extrapolation. Some spells are so unique that they may not be able to be extrapolated from any other spell. The GM is the final arbitrator of what spells may be extrapolated from others.

Regaining Spell Energy: Engaging in any kind of mental test or thought exercise allows the Hermetic to take new energy into themselves and make it their own. For many, the simple act of studying their spell book is enough, though it is common to enjoy games of skill or riddle contests with others, reading or listening to lectures on new subjects, or any other form of mental exercise. Even attempting to learn new spells by Decryption or Extrapolation, or creating a new Bonded Item or other magic item counts. A Hermetic Channeler can regain all their Spell Energy with 15 minutes of mental activity and 8 hours of rest.
However, the Hermetic must be of sound mind and body (not Fatigued or Exhausted) and have no Constitution or Intelligence damage (from overcasting or otherwise) in order to regain spell energy efficiently. If they are not of sound mind and body they regain one point of spell energy hour they spend engaged in mental exercise.
In addition, Hermetic Channelers find it very difficult to regain spell energy while they are distracted. In an area that makes focus difficult, such as while seasick on a boat, or in a room full of unruly children, Hermetics will not be able to regain energy as efficiently as normal. Whether or not an area is 'distracting' is ultimately up the the GM. When distracted, the hermetic reduces their daily spell energy as if it had been drained away by a Black Mirror, with the strength of the mirror corresponding to the severity of the distraction.


Tradition Gifts: Every time a Hermetic Channeler receives a Tradition Gift they may choose one of the following abilities.

Summon Familiar: Channelers eventually learn to shape part of their own souls into spirit-like entities separate from themselves, the better to investigate the world around them, perform minor chores, and act as guardians, scouts, and messengers. These entities are known as familiars. At 2nd level, the channeler may summon a familiar via a process that takes one full uninterrupted day of ritual and concentration and requires a sacrifice of 5 days worth of food. The rules for the familiar are otherwise exactly the same as those described in the core rules. This ability may only be chosen once.

Paired Minds: (requires Familiar) The telepathic bond between the Channeler and the Familiar becomes so strong that they effectively share a mind, allowing one access to the other's thoughts and memories (though their personalities still remain distinct). This allows the Familiar to act as though it had the Channeler's Intelligence and wealth of knowledge. The familiar can do things like continue the Channeler's research for them while they are off doing other things, provide a second mind (allowing a second check) when doing things like deciphering puzzles or allowing the Channeler a more first-hand experience when doing things like scouting. This ability only works within the range of their Empathic Link (see Familiars).

Bonded Item: When this ability is chosen the Channeler must choose an object they possess to bind their magic into. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, book, ring, staff, wand, or weapon. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. The ritual for creating an Arcane Bond takes an amount of time equal to crafting a masterwork version of that item. The channeler does not actually have to make craft checks (they are considered to have succeeded the roll), they simply need to put in the time attuning themselves and making the small alterations to the necessary to turn it into an arcane conduit.

A Hermetic's bonded object can be used once per day to cast any one spell that they have in their spellbook and is capable of casting. This spell is treated like any other spell cast by the channeler, including casting time, duration, and other effects dependent on their level. This spell cannot be modified by metamagic feats or other abilities.

The Channeler can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a channeler with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the channeler who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the channeler regains spell energy. If the object of an arcane bond is lost or destroyed another item can be bonded with by the process detailed above. This ability may only be chosen once.

Lorebook: Hermetic channelers not only have their own experiences from which to draw knowledge, they are also able to tap into an understanding of history, hearsay, and tales as separate pieces of a larger whole. At the end of each day, the hermetic channeler records all of the knowledge he has gained over the course of the day in his lorebook. His memory and awareness are such that even random snippets of conversation and seemingly unimportant observations are remembered and written down.

By the time this ability is gained the lorebook has acquired so much information ranging from the esoteric to the essential, so many scraps of the whole tapestry of the knowledge of the human race, that it can be used both as a study tool and to jog the hermetic channeler's memory and insight on nearly any topic. To use the lorebook, the hermetic channeler may consult it over one minute. At the end of that minute, he may make a lorebook check with a bonus equal to his hermetic channeler class level plus his Intelligence modifier. If successful, he gains some useful bit of knowledge or insight from his book. Lorebooks contain information on history, people, places, legends, and creatures. The channeler may not take 10 or take 20 on this check, since the information may simply not be available in the book. Retries are not possible. The DM should determine the DC of the check by using the table below as a guide.

The hermetic channeler may instead scan the book rapidly as a full-round action. In this case, the lorebook check suffers a -10 penalty, and may be retried.

It is assumed that the hermetic channeler spends 10 minutes of uninterrupted work at the end of each day recording information he has picked up, and spends 10 minutes of uninterrupted study at the beginning of each day perusing the book. If either step is skipped, the hermetic channeler suffers a cumulative -1 penalty on all lorebook checks for each day a step is skipped.

Quick Reference (Requires Lorebook): The hermetic channeler is practiced at looking up information under stress. The penalty for scanning the lorebook rapidly is reduced to -5. THis power may be chosen a second time, reducing the penalty to 0.

Knowledge Specialty (Requires Lorebook): The hermetic channeler has learned to earmark different sections of the book depending on his needs. At the beginning of each day, he may choose one Knowledge skill as he peruses his book. The channeler is considered to have the Skill Focus (Knowledge) feat in that skill for the day. This power may by chosen multiple times; each time it is chosen, the hermetic channeler gains one additional Skill Focus (Knowledge) feat for the day.

Perfect Recall: The Hermetic Channeler has developed their ability to memorize complex equations and writings, and infused their minds with so much magical energy, that their memories have begun being magically enhanced. While a Hermetic Channeler still has Spell Energy left they are able to recall anything they have seen visually with perfect clarity, even to the point of being able to think back and notice details they had previously missed. If the Channeler has a Lorebook, they may draw upon it's knowledge without actually needing to look at it (this ability does not actually speed up the process of accessing the information, but it does stack with Quick Reference.) This ability essentially allows a Channeler to recall anything they have previously studied but does not speed up the process by which they gain knowledge. They simply retain it better once they have it. A book, once read at a normal pace, could be recited word for word, for example.

Quick Study: (Requires Quick Reference) This ability allows the Channeler to read at an amazing pace, the magic within them accelerating their understanding to supernatural levels. As long as they still have spell energy in their pool they need only glance at something to understand it fully. They can effectively read as fast as they can turn the pages.

Loremaster: (requires Knowledge Specialty, Perfect Recall) The breadth of the Channeler's knowledge has become truly amazing. They gain Skill Focus in every knowledge skill.

Sage: (requires Loremaster, Quick Study) The channeler's wealth of knowledge is legendary. Upon gaining this ability they are counted as having rolled a 20 on any Knowledge check.

Lightning Calculator: The Channeler becomes a mathematical savant. So long as they have Spell Energy left in their pool they may count and do sums instantly. Even complex things, such as counting a mass of individuals in a crowd or doing long, challenging equations becomes an effortless process. As a general rule, as long as the Channeler would be capable of coming up with the number on their own if they were given enough time, they are able to come up with it as a free action.

Counter Equation: (requires Lightning Calculator, Quick Study) From endless hours of studying magical equations and learning to quickly decipher information, the Channeler learns how to effectively ruin spells they recognize. The Channeler may Counterspell any spell they know as an Immediate action. They must recognize the spell normally by use of the Spellcraft skill, but if successful they may chose to Counterspell as if they had been prepared for it.

Arcane Formulae: (requires Lightning Calculator, any Metamagic feat) Upon choosing this ability, the Channeler chooses one Metamagic feat that they know. When casting spells with that feat, the Channeler may make a Spellcraft check against the spell's normal DC, +2 per level the Metamagic effects adds to the spell. If they succeed the Metamagic effect costs 1 point less spell energy. For every 5 points the Channeler beats the DC by they reduce the Metamagic cost by an additional point. This cannot reduce the cost to less than one. This ability stacks with Wizardry, though the checks must be made at the time the spells are memorized.

Runic Pattern: (requires Arcane Formulae, Extend Spell) By refining an spell down to an efficient equation the Channeler learns how to more efficiently store and cast spells. Upon gaining this ability spells scribed into the channeler's spellbook only require one page, no matter their level. In addition, the spells become extremely difficult to decipher. Anyone other than the channeler attempting to learn the spell adds 10 to the difficulty, and if the Spellcraft check to learn it is failed by 10 or more, the spell is destroyed. Finally, by taking the time to scribe a Runic Pattern on a surface, the Channeler may apply the Extend Spell feat for free. Drawing a runic pattern is just like copying a spell, except that once created it is permanent until the surface it is drawn on is marred or destroyed. A runic pattern is keyed to a specific spell. From that point on, any time that spell is cast upon the pattern, it is automatically Extended. Runic Patterns can be made into tattoos or woven into clothing for personal spells or carved into stone or clay for magical barriers or wardings.

Metamagic Formulae: (requires Arcane Formulae, and Metamagic feat) By creating a sort of universal equation for a magical adaptation they know the Channeler is able to effectively make single use scrolls of Metamagic effects. This works in all ways like scribing a scroll, except that it scribes a metamagic effect that can be later applied to any spell they are casting. Using a Metamagic scroll is a Move-equivalent action that does not provoke an Attack of Opportunity (though the spell being cast along side it is treated normally). Because of the additional time required this ability does not work with Quicken spell.

Speed of Thought: (requires Lightning Calculator and Quick Study) The Channeler's mind has become so fast that they are able to cast spells with dizzying speed. All spells with a casting time of one Standard action, that do not have metamagic added to them, are cast as Swift actions. This ability does not allow more than one spell a round to be cast (to do that requires Quicken spell and normal metamagic costs). This ability simply allows a Channeler to cast spells while performing other non-spell actions.

Reactionary Spell: (requires Speed of Thought, Quicken Spell) The Channeler's speed of magic has become so fast that they are able to cast spells as a reflex. Upon gaining this ability the Channeler may cast a Quickened spell as an Immediate action. This allows them to cast spells when it is not their action. (Immediate actions count as the following round's Swift action). Because of the speed the spell is being cast at the metamagic cost cannot be offset by talismans or abilities such as Arcane Formulae, but if the Channeler has Wizardry and has a Quickened spell memorized, they may cast it normally with the reduced cost.

Wizardry: (requires Lorebook and Perfect Recall) The channeler learns to prepare spells ahead of time to be cast later in the day. While this restricts their choice of spells compared to the normal method of casting, casting such spells is much easier: a prepared spell costs only half the spell energy (rounded up) normally required to cast a spell of that level. This reduction applies after spell levels have been added for metamagic feats. This reduction does not stack with the reduced cost provided by spell talismans or any ability that allows spells to be cast with a reduced cost in spell energy. It can never cost less than one point of spell energy to prepare a spell, and a wizard can prepare 3 spells/class level.

The channeler must rest 8 hours and spend one hour studying in order to prepare spells each day. Any spells he wishes to prepare must be studied at the beginning of the day, and the spell energy required for the spells is expended when they are prepared though for the purposes of things like Astirax detection, the spell is not considered to have been "cast" when it is memorized. For the purposes of Black Mirrors, any Spell Energy Drain happens when the spell is cast, not when it is memorized. Spell energy lost from memorization cannot be regained until the Channeler gets another full night's rest. When the channeler  rests and recovers this spell energy, any uncast prepared spells are lost.

Esoteric Study: The Hermetic may choose a tradition gift from another tradition. They must qualify for the ability normally, as if they were of that tradition. This ability may be taken more than once but the channeler must have fewer Esoteric Study abilities than other Hermetic Tradition Gifts

Tradition Mastery: The Channeler has mastered their art. Magic has been reduced to symbols and those symbols have been written into powerful, efficient formulas. From this point on all spells the Channeler casts cost 1/2 the usual amount. This stacks with the cost reduction from Wizardry and other similar effects. Spells reduced to a cost of zero or less are free.
« Last Edit: December 01, 2013, 02:55:35 PM by Doomed Hero » Logged
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« Reply #8 on: November 14, 2011, 02:44:34 PM »

It's not done, and it's ugly. I'll fix it later, promise.
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« Reply #9 on: November 16, 2011, 03:53:22 AM »

BaB: 2/3rds, as per Rogue
Just to fix, I cannot read all now, but this is important: bab is 3/4, for the rogue Smiley
2/3 is not a know bab, in dnd Smiley
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« Reply #10 on: November 17, 2011, 05:02:34 PM »

Good catch. Fix'd.
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« Reply #11 on: December 20, 2011, 08:35:13 PM »

DH, any chance we'll see a draft of the spiritual channeler rework over the holidays? I'm dying to see what you come up with. Are you anticipating major changes?
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« Reply #12 on: December 20, 2011, 10:05:59 PM »

After the holidays. I've had to postpone a lot of things due to real life issues.

The main thing I'm doing is including a lot of the extraneous feats and prestige class abilities which I felt were neat but sort of badly packaged as options for Tradition Gifts.
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« Reply #13 on: December 20, 2011, 10:28:42 PM »

After the holidays. I've had to postpone a lot of things due to real life issues.

The main thing I'm doing is including a lot of the extraneous feats and prestige class abilities which I felt were neat but sort of badly packaged as options for Tradition Gifts.

I'm all too familiar with the curve balls real life throws. I hope things are going alright/getting better. And game-wise, good things are worth waiting for, and you've done a far better job than I ever could redesigning classes.
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« Reply #14 on: December 20, 2011, 10:47:38 PM »

I appreciate the vote of confidence. I promise I'll make the Spiritual and the Binder the first project I pick up again.
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« Reply #15 on: December 28, 2011, 03:39:49 PM »

Hermetic is done. The additional abilities have been added. Please critique.

Working on Spiritual now.
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« Reply #16 on: December 28, 2011, 05:05:54 PM »

I have to admit that was quite an overhaul.  Handful of questions.
 
1. Does the Hermetic Channeller only need to spend 15 minutes engaging in mental activity regardless of whatever else he is doing in order to regain spell energy?  Example: After escaping a successful raid against Shadow supply lines where the Channeller was forced to cast spells but not exhaust himself, he spends the next hour riding on horseback actively engaging his companions on how things could have gone better, cracking jokes and asking riddles at the shadows expense.  Or does it have to be 15 minutes of 'uninterrupted' mental activity?
 
2. Could a Hermetic Channeller, so long as he wasn't fatigued/exhausted and didn't drain himself of con/int, regain his spell energy more than once during a day by engaging in mental activity?  Seeing as there is a precedent with feats (Flexible Recovery, and Improved Flexible Recovery) and various class abilities (Whisper Adept- [Strength of the Wood]) that allow for that sort of thing.  I'm inclined to believe that is the case, but just to be sure.
 
3. The Bonded Items ability to be enchanted: In the Midnight setting even with the proper feats, it still requires a nexus and the correct type at that to enchant items.  Do these rules still apply to bonded items since the enchantments fade if they fall out of the Channellers hands?
 
4. Could a Channeller with Perfect Clarity simply recall any formula he has seen and mastered (i.e. learned the spell) from his memory without needing his spell/lore-book?
 
5. Point of possible use; Could a Hermetic Channeller with the Familiar, Paired Minds and Perfect Recall abilities have a familiar that has taken levels in Channeller since it has access to his Intelligence, memories, ability to recall anything with perfect clarity, combined with the fact that anything with the ability to think for itself can learn to cast magic.
 
6. The Wizardry ability is awesome but doesn't that pretty much overshadow actually bothering to take the Wizard prestige class since you can gear yourself toward getting the ability by 6th level rather than waiting for 8th level?  
  
 Other than these nit picky details I think that your rework is amazing and can't wait for the rest of the class to come out.
« Last Edit: December 28, 2011, 05:27:41 PM by Luiniel Blades » Logged

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« Reply #17 on: December 28, 2011, 08:58:18 PM »

1) It's up to the GM really. as long as it's productive mental stimulus I'd call it good.

2) All the traditions are getting what is essentially a second requirement to be able to regain spell energy. It used to be that they just needed to be rested. Now they need to be rested, and do something else that sparks their magic. All the requirements for regaining spell energy remain the same, they just have one small addition. That means that if a hermetic channeler wants to regain spell energy they have to engage in mental stimulus, and rest. (the order they do it in isn't terribly important) So in theory they could regain spell energy more than once a day, but they'd be doing a lot of resting.

3) Think of them like Covenant Items. They bond to an individual and only manifest their powers for that individual. The channeler can put it down for days on end, pick it up again later, and the magic will still be there for them.

4) As long as the has spell energy in his pool, he effectively has the book stored in his brain. I'd say yes. It will let him wander around without lugging a bunch of books (which can get you killed)

5) To do that the familiar would have to have class levels (normally impossible). If you could convince your GM to let you give your familiar class level via the Leadership feat or something like that, then this would work fine. The only issue is that if the familiar ever went outside the normal range of the link they'd revert to their normal intelligence, which is probably to low to cast spells. (must have an attribute of 10+ the spell's level to cast a spell)

6) That's actually what I'm going for. Because of the changes Pathfinder made to Item Creation, the Wizard PRC is incompatible. Most of the PRC has to do with item creation, and let's face it, the first ability is the only one we really want, so I figured let's scrap the rest and just make it a high level option for the Hermetic.


Is any of this unclear in my original write-up? Any advice on what/how to reword things?
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« Reply #18 on: December 31, 2011, 01:44:50 PM »

Only just got round to reading through this properly, looking promising.  Think the Spiritual & Charismatic as written are about right tbh, but agree that the Hermetic ends up being somewhat underwhelming.

Few thoughts/nitpicks on the Hermetic:

Learning Spells: makes reference to using cyphers to encrypt their casting formulas.  I think there should be some kind of indication for how that's done (presumably an opposed Linguistics check?)

Regaining Spell Energy: Like Luiniel Blades, I read that as can regain just in 15 mins, and would therefore be able to do so multiple times per day shock  Think you need to clarify in the text if they still require 8 hours rest as usual in addition to that.

Perfect Recall: I'd put some sort of time requirement on it personally.  E.g. memorize 1 page of text per minute.  Won't come up that often as it'll usually be done out of combat, I just think that those occasions when someone memorizes a book in 3 seconds flat strains credibility a little.  Then Quick Study becomes more useful as it bypasses that limitation.

Counter Equation: I'd make it an Immediate Action personally, simpler than getting into readied actions imo (e.g. no change of his initiative count, as written it seems like it effectively gives you a free standard action as you won't have spent a standard action readying as normal).

Arcane Formulae: I'd change the check DC for it - as written it becomes harder to use the higher your Intelligence is, which seems a little counter-intuitive.  I'll admit, I'm struggling to think of a formula that would scale to be level appropriately though.

Runic Pattern: Ah, I take it this is the answer to my first question?

Metamagic Formula: Not a criticism, just to say I love this one.

Speed of Thought: Make it just spells that are normally a Standard Action to cast become swift.  Don't let people get Fabricate, Break Enchantment, Legend Lore, etc as swift actions - that way lies madness, and is incredibly open to abuse.

Looking forward to the other Traditions!
« Last Edit: December 31, 2011, 02:16:30 PM by DaveTheMagicWeasel » Logged
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« Reply #19 on: December 31, 2011, 02:25:50 PM »

Excellent critiques, thank you.

I agree with everything you've said Dave. I'll do the rewrites tonight.
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« Reply #20 on: December 31, 2011, 03:36:39 PM »

The Spiritualist

The following are the abilities and options of the Spiritual tradition.

Wild Empathy: Spiritual Channelers possess the Wild Empathy ability with their Channeler level replacing their Druid level.



Bonus Feats: Spiritual channelers may choose Spell Knowledge, item creation feats, channeling feats or metamagic feats as bonus feats.

Learning New Spells:

Communing: Spiritual channelers learn from communing with Nature spirits or with each other. This process is not difficult but it is time consuming. It requires that one party know the spell (or a similar spell-like ability), and be willing to slowly and meticulously demonstrate it to the other. (communicating with nature spirits is not easy, nor automatically known by the Channeler. Some Tradition Gifts, spells, or other special abilities may be necessary for communication) The learning process takes one day per level of the spell. If the teacher is demonstrating a spell-like ability, it must be used once per day as part of the demonstration. If the teacher is casting a spell, the spell is cast at the beginning of the teaching period and one point of spell energy per day is expended as part of the education process. At the end of each day of communion, the character must make a Spellcraft check (DC 15 + spell level, or DC 20 + spell level for spontaneous learning). Success indicates that the character has made progress and may continue their studies the next day. Failure indicates that the character has failed to grasp the necessary techniques and must repeat the day's work. Success on the last day culminates with the student successfully casting the spell, and it is considered learned from then on. Communing is a difficult process that does not allow for much in the way of breaks on the part of the student. The channeler may allow a number of days equal to their Wisdom modifier to pass between lessons (culminating in that day's Spellcraft check). If longer than that passes, or if the student changes teachers, the process must be started over.

Observing: Finding a teacher is not always possible. Luckily for the Spiritual Channeler, nature is always there, and for those able to listen, is constantly talking. By observing natural phenomena the Channeler is able to learn to reproduce it with magic. Unfortunately, this is entirely at the whim of nature and the channeler must have the time to spend to watch keenly when they see a natural event transpiring. Spells such as Fog Cloud might be learned from watching fog coalesce and spread, Lightning Bolt might be learned by watching a thunderstorm. Ultimately what spells can be learned from watching natural activity is up to the GM, but in order to learn anything the channeler must watch 10 similar events per level of the spell trying to be learned, successfully making spellcraft checks for each one. The process is slow. To learn Fairy Fire the Channeler would need to watch  photoluminescent swamp gasses occur five separate times. To learn Control Weather they would need to watch powerful thunderstorms rise on 90 separate occasions. When observing nature, the phenomena must be entirely natural. A Legate casting Call Lightning does not count as observable phenomena for learning to cast Lightning Bolt. Observing natural phenomena takes a varying amount of time depending on the event, but the Channeler must observe at least half of the entirety of the event. For something like Gust of Wind that may mean waiting patiently for one to occur on a blustery day. For Wall of Ice it may mean weeks on end spent watching ice form during winter.



Regaining Spell Energy: Spiritualists regain spell energy by communing with nature. This can take on a number of different forms. Everything from observing animals in the wild, to sitting on a hilltop to feel the wind are means of replenishment to the Spiritualist.
A spiritualist can replenish their energy with 15 minutes of Communing and 8 hours of rest.
However, the Hermetic must be of sound mind and body (not Fatigued or Exhausted) and have no Constitution or Wisdom damage (from overcasting or otherwise) in order to regain spell energy efficiently. If they are not of sound mind and body they regain one point of spell energy hour they spend engaged in Communion.
In addition, if the Spiritualist is an any place which is sufficiently unnatural, such as the blighted lands of the far north, or a necromantic conflux, or even just a large enough city, the Spiritualist may not be able to regain energy very efficiently.  In an unnatural location, when a Spiritualist regains their energies, the GM rolls dice as though they had cast a spell near a Black Mirror and reduces the amount of energy regained by that amount. The strength of the "mirror effect" is based on how unnatural the area is, as decided by the GM.


Tradition Gifts: Every time a Spiritual Channeler receives a Tradition Gift they may choose one of the following abilities.

Summon Familiar: Channelers eventually learn to shape part of their own souls into spirit-like entities separate from themselves, the better to investigate the world around them, perform minor chores, and act as guardians, scouts, and messengers. These entities are known as familiars. At 2nd level, the channeler may summon a familiar via a process that takes one full uninterrupted day of ritual and concentration and requires a sacrifice of 5 days worth of food. The rules for the familiar are otherwise exactly the same as those described in the core rules. This ability may only be chosen once.

Arcane Bond: As Hermetic ability of the same name.

Mastery of Nature: spiritual channelers are gifted with the ability to command the natural world. The spiritual channeler may use this ability a number of times per day equal to 3 + his Wisdom modifier.
The spiritual channeler may rebuke or command Animals and Plants as if they were Undead and the channeler possessed the Command Undead feat. When using this ability, the Channeler must specify if they are attempting to Command plants or animals. They cannot target both types of creatures simultaneously unless they possess the Universal Effect gift. This ability is based on Wisdom rather than Charisma and only effects creatures of the animal and plant subtype.

Mastery of Beasts: (requires mastery of nature) The channeler has learned to include Magical Beasts among the creatures they may Turn or Command with Channeled Energy. Beasts on an opposite alignment spectrum to the Channeler may only be Turned.

Mastery of Elementals: (requires mastery of nature) The Channeler has learned to include Elemental creatures among the creatures they may Rebuke or Command.

Mastery of the Unnatural: The spiritual channeler may Turn aberrations and constructs as if they were Undead and the Channeler possessed the Turn Undead feat This ability is based on Wisdom rather than Charisma and it only functions on aberrations and constructs. (see mastery of nature for times per day)

Natural Passage: (requires mastery of nature) nature parts for the channeler and hides their footsteps. Upon gaining this ability the Channeler is treated as having a permanent Pass Without a Trace spell in effect while they are in natural environments.

Focused Channel: This ability allows the Spiritualist to choose a specific creature from among those he may effect when Channeling energy. The effect is applied to that creature before all others within the effect, regardless of distance and HD.

Specific Channel: (requires Precise Effect): When the spiritual channeler uses master of two worlds, he may choose specific individuals from among those he may affect. The effect is applied to those individuals before all others, regardless of distance and HD. For instance, in the example above, the channeler could choose to specify the lead barghests, causing the turn attempt to apply to them before moving on to the other creatures.

Universal Effect: (requires two different Mastery abilities) When the spiritual channeler uses a Mastery ability they may include any Mastery power they knows in the attempt. For instance, a Channeler with Mastery of Nature and Mastery of the Unnatural could effect both Plants and Constructs with the same turning attempt. The channeler still cannot control which type of creature is affected first.

Elemental Focus: By intensely studying natural forces, the channeler has learned to amplify them. Upon gaining this ability choose an energy type (Acid, Cold, Electricity, Fire, or Sonic). Spells and effects the Channeler creates with that energy type again a damage bonus equal to their Wisdom modifier. This ability may be chosen more than once. Each time a different energy type must be chosen.

Elemental Channel: (requires any Mastery and Elemental Focus) Some spiritual channelers are renowned for their ability to wreath themselves in harmful energies. Upon gaining this ability the Channeler may spend a Channel use to create an expanding field of energy of any type they have Elemental Focus with. This is treated exactly as the normal Channel Energy ability, except instead of dealing Positive or negative energy, it deals damage of the appropriate energy type. Damage dice is figured as if the Channeler were a Legate of their own Channeler level.

Elemental Specialty: (requires elemental focus) The channeler's mastery of their favored energy continues. Upon gaining this ability all spells and effects with the energy descriptor chosen when the Channeler took Elemental Focus have their DCs raised by 1.

Elemental Effect: (requires elemental focus) By devotion to recreating natural effects magically, the Channeler learns to cause magical energies to behave more like natural ones. Any energy type the Channeler has Elemental Focus in gains an additional effect.
Spells and abilities with the Acid descriptor gain "Effected creatures and objects take additional Acid damage the following round equal to the level of the spell or effect."
Spells and abilities with the Fire descriptor gain "effected objects and creatures Catch Fire (see the catching fire rules)"
Spells and abilities with the Cold descriptor gain "effected areas become icy and are treated as Difficult Terrain for a number of rounds equal to the level of the spell or effect."
Spells and abilities with the Electricity descriptor gain "effected creatures suffer convulsions -2 Dexterity and Strength penalty for one round per level of the spell or effect."
Spells and abilities with the Sonic descriptor gain "Effected creatures are deafened for the duration of the effect and one round after it ends. (some creatures who do not hear normally may be immune to this effect)."

Channeled Barrier: (requires any Mastery ability) The Spiritualist learns to focus their energies into warding fields. Instead of the normal Turning attempt, they may, as a Full-Round action, spend a turning attempt to create a ward against any kind of creature they can turn. This ward has a range equal to the normal range of their Channeled energy. Any creature that would normally be susceptible to the Turning attempt that attempts to pass that threshold must make a Will save at the Turning attempt's normal DC. Failure means they are unable to pass through the threshold. This effect is identical to that created by a Magic Circle spell. The channeler may choose to maintain the effect without interruption on following rounds. Effected creatures do not get a new saving throw as long as the effect is maintained. Unaffected creatures must make new saves each round the effect is maintained.
While creating a Channeled Barrier the Channeler cannot move from where they are and cannot be jostled or interrupted. Anything that would cause them to have to make a Concentration check during spellcasting is enough to possibly interrupt this ability (a Concentration check at the DC of the Turn effect will allow them to maintain the effect). Creatures already inside the area of effect that fail the save are forced out by the expanding wave of energy. This is treated as a successful Bull Rush by the Channeler.

Quick Barrier: (requires channeled barrier) The Spiritualist has learned how to maintain spiritual defenses more easily. They may now begin a Channeled Barrier as a Standard action and maintain one as a Move-equivalent action.

Mobile Barrier: (requires channeled barrier and quick barrier) The channeler may now move while maintaining a Channeled Barrier. The effect remains centered on them. If they moves the effect into an affected enemy, the enemy get a +4 bonus on their saving throw to avoid being repelled.

Elemental Barrier: (requires elemental channel and channeled barrier) Any creature subject to the effect of your Channeled Barrier who comes into contact with it (regardless of if they make the save or not) takes energy damage as if the channeler had successfully used Elemental Channel on them. If the Channeler has Elemental Focus with more than one element, they must choose an element to channel when they activate the Barrier.

Kaleidoscope barrier: (requires elemental barrier and more than one elemental focus) Elemental Barriers erected by the channeler are a swirling array of energies. For the purposes of the damage dealt by the Elemental Barrier, the energy is considered to be all the energy types the Channeler has Elemental Focus in. In addition, the damage is increased by 1d6 per type of energy beyond one. For the purposes of Energy Resistance, because this energy is considered to be more than one energy type, the Resistance is only effective if the creature being effected has resistant to all the relevant types.

Animal Companion: (requires mastery of nature) The Channeler gains an Animal Companion exactly as laid out in the Druid section of the Pathfinder SRD.

Elemental Companion: (requires animal companion, mastery of elementals and elemental focus) The Channeler is able to convince Elementals to serve them. Upon gaining this ability the Channeler gains an elemental companion of the same type they have Elemental Focus with. This elemental has HD equal to the Channeler's class level and is treated as an animal companion in all other ways.

Elemental Familiar: (requires familiar and elemental focus) You gain the services of a Tiny elemental to serve as your Familiar.

Familiar Companion: (requires animal companion and familiar) You may choose your animal companion as your familiar, applying both sets of abilities to the same creature.

Nature's Tongue: (requires mastery of nature) The Spiritual Channeler learns how to understand animals. They are treated as having a permanent Speak With Animal spell in effect. This ability does not allow the channeler to speak the animal's language, only to have it understand the basic information being conveyed when the Channeler speaks normally, and allows the Channeler to understand the reply.

Communion: (requires nature's tongue) The Spiritual Channeler gains the ability to communicate freely with natural spirits. The channeler is considered to have a permanent Tongues spell effecting them for the purposes of communicating with creatures of the Elemental or Plant type. (This ability may make Communing a great deal easier.)

Listen to the Wind (requires natures tongue) The spiritual channeler has mastered the art of communing with nature. They are constantly receiving information from their surroundings and the spirits of the world. As long as they can hear they gain Blindsense in a radius of 30 feet, cannot be flanked, and always know such things as which direction North is, their elevation, and what direction the closest water is.

Esoteric Study: The Spiritualist may choose a tradition gift from another tradition. They must qualify for the ability normally, as if they were of that tradition. This ability may be taken more than once but the channeler must have fewer Esoteric Study abilities than other Spiritual Tradition Gifts
« Last Edit: December 21, 2013, 03:13:19 PM by Doomed Hero » Logged
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« Reply #21 on: December 31, 2011, 03:37:07 PM »

Again, just an ugly beginning, posted here so I can edit it from another location later.
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« Reply #22 on: December 31, 2011, 11:32:26 PM »

Ok, so I updated the main Channeler entry (not the Hermetic specific one) to better explain the Regaining Spell Energy ability.

Once you guys got me thinking about regaining spell energy via feats like Flexible Recovery I realized that was another thing that should be in the class, and I'd almost done it without meaning to.

Now, each tradition will have a very slow means of regaining spell energy other than resting.

Basically, if they rest for the usual 8 hours and engage in whatever refills them, they get a full refill. If they haven't rested, their refill mechanic gives them Spell Energy at a very slow rate (one point per hour of refill activity)

Take a look and tell me if the mechanics are clear.
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« Reply #23 on: December 31, 2011, 11:52:04 PM »

The rest of the changes have been made per Dave's critique. Thanks Dave.
« Last Edit: January 01, 2012, 12:03:16 AM by Doomed Hero » Logged
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« Reply #24 on: January 01, 2012, 03:52:29 PM »

Think it could be clearer tbh.  I'd put the 8 hour clause in the description of the ability (I doubt I'll be the only person who skims past the base Channeler class and goes straight to the traditions), and I'd also get rid of the bit about recovering 1/day when not of sound mind/body - 1/hour when mental exercising is enough, putting two different regain rates in just seems like unnecessary bookkeeping tbh.

How about:

Regaining Spell Energy: Engaging in any kind of mental test or thought exercise allows the Hermetic to take new energy into themselves and make it their own. For many, the simple act of studying their spell book is enough, though it is common to enjoy games of skill or riddle contests with others, reading or listening to lectures on new subjects, or any other form of mental exercise. Even attempting to learn new spells by Decryption or Extrapolation, or creating a new Bonded Item or other magic item counts. A Hermetic Channeler can regain all their Spell Energy with 15 minutes of mental activity and 8 hours of rest.
However, the Hermetic must be of sound mind and body (not Fatigued or Exhausted) and have no Constitution or Intelligence damage (from overcasting or otherwise) in order to regain spell energy efficiently. If they are not of sound mind and body they regain one point of spell energy hour they spend engaged in mental exercise.
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