| Channeler of the Raw Power |
| Magic has, for as long as its existence, been divided into three distinct parts: divine magic, arcane magic, and psionic magic. All of these forms of magic are incredibly powerful and equally hard to use. Though they are all different, they are all types of magic, and at the core of all magic is an energy known simply as power. This power, when uncorrupted and left in its raw magical state, can be both extremely destructive and awesomely productive. Raw power is exactly what its name implies: raw power. A channeler of the raw power makes use of this core magical energy, tapping into it and using the energy without corrupting it into another form of magic. Through its usage, a channeler can bring down entire buildings, devastate legions of soldiers, or empower a group of allies. This raw power is exceedingly mighty, but can also be very dangerous to the user, and an overspent channeler rarely survives its usage. Channelers come from all races and classes, though every channeler has some magic using class. Prerequisites Base Attack Bonus: +5 Feats: Great Fortitude, Iron Will Skills: Concentration 6 ranks, Knowledge (Planes) 6 ranks Spellcasting: Must have access to first level spells or powers Class Skills The class skills for the channeler of the raw power (and their key ability for each) are Concentration (Con), Craft (Int), Knowledge (Planes) (Int), Profession (Wis), and Spellcraft (Int). Skill points at each level: 2 + Int modifier Progression Level BAB Fort Ref Will Raw Power Special 1 +0 +1 +0 +1 40 Basis of the Channeler, Channel through Touch 2 +1 +1 +0 +1 55 Channel through Weapon 3 +2 +2 +1 +2 65 Channel into Item 4 +3 +2 +1 +2 80 Channel through Air (Lesser) 5 +3 +3 +1 +3 100 Channel through Body 6 +4 +3 +2 +3 125 Channel through Air (Wall) 7 +5 +4 +2 +4 155 Channel through Person 8 +6 +4 +2 +4 190 Channel through Air (Greater) 9 +6 +5 +3 +5 230 Channel through Objects 10 +7 +5 +3 +5 275 Channel through Air (Perfect) Class Features Weapons & Armor Proficiency: The channeler of the raw power gains no new weapon or armor proficiencies. Basis of the Channeler: This category is split into several groups: Raw Power Points: Raw power points (RP points) are what power the channeler. Through the usage of these points the channeler is able to do incredible things, altering them as he so wishes. The channeler is required to meditate for one hour every day, as well as get the appropriate amount of rest, in order to obtain a certain number of RP points for that day. The number is listed on the chart above. Furthermore, a channeler gains a number of extra RP points equal to their class level x their charisma modifier. Upon reaching sixth level, these extra RP points double. Overchanneling: It is possible for a channeler to use more points than he has for a single day, but for every point over the limit used, the character takes one point of constitution damage. Spellcasting Absorption: Due to the nature of the channeler of the raw power, the channeler loses the ability to use all spells and spell-like abilities he previously had. This magic is transformed into raw power. All spells per day and spell-like abilities the channeler previously had are transfered into RP points. A character with the ability to use spells and spell-like abilities higher than 1st level gain an extra amount of bonus RP points. If the character had access to 2nd level or higher spells, the character takes the highest level spell that he may cast and multiply that number by five. This number he gains as bonus RP points. Therefore, a character with access to 2nd level spells gains 10 bonus RP points, and a character with access to 5th level spells gains 25 bonus RP points. Aura of the Channeler: The channeler of the raw power radiates with raw magical power. Whenever a spellcaster of any kind (divine, arcane, or psionic) sees the channeler, they are entitled a spellcraft check (DC 20 � Channeler class level) to see an aura of raw power. If the spellcaster fails, they are entitled another check every following day, but only once per day. Furthermore, whenever a detect magic spell is used on him, a channeler will have a strong magical aura. Immediate Risks: Every time a channeler uses a channeling, the channeler must make a will save or become dazed for one round. The DC is different in every channeling, and is listed there. Channel through Touch (Su): By placing power into his fingers, the channeler is able to discharge raw power directly through a touch attack. The channeling itself is a free action, but requires a touch attack to use. The power stays stored within the person for up to one minute, and then dissipates if it has not been used. A failed touch attack does not waste the use of this power. The touch attack deals 1d6 points of damage per RP point used (to a maximum of 5d6). At fifth level, the damage done becomes 1d8 per RP point (to a maximum of 7d8). The DC for using this channeling is 10, but if the channeler fails, the energy is still held within the person and the touch attack may be used after the channeler recovers from his daze. Channel through Weapons (Su): The channeler of the raw power is able to place energy within his weapon, in order to either create a single burst of power or enhance his weapon for a time. This channeling has two forms: Channel through Weapon (Burst): The channeler places energy into the weapon, and upon hitting something or someone, the energy is expended in a burst of power. The weapon deals an extra 1d6 per RP point used (to a maximum of 5d6), and its DC is 11. Channeling the energy into the weapon is a move-equivalent action. Channel through Weapon (Enhancing): The channeler places energy into his weapon creating it magic in essence. The weapon gains a +1 enhancement bonus per 3 RP points spent (to a maximum of +5). This enhancement bonus does not stack with an enhancement bonus the weapon previously had. The bonus lasts for 10 minutes per class level and its DC is 12. Channeling the energy into the weapon is a standard action. Channel into Item (Su): The channeler creates a none-complex item of energy as a standard action. The amount of RP points necessary is different depending on the size of the item. An item the same size or smaller than a dagger is 3 RP points; an item the same size or smaller than a short sword is 5 RP points; an item the same size or smaller than a longsword is 7 RP points; and item the same size or smaller than a greatsword is 9 RP points. The DC for this ability is 5 + RP points used, and the item lasts for one hour per class level. An item created this way can be enhanced by the "Channel through Weapon" ability. Channel through Air (Lesser) (Su): This ability has two forms: Chanel through Air (Lesser) (Ray): The channeler is able to create a ray of raw power, similar to �Channel through Touch� except that his ability is a ranged touch attack. The ray can be up to 5 feet per channeler class level, and deals 1d6 damage per point spent (up to a maximum of 5d6). The DC is 12. Unlike �Channel through Touch,� if the channeler fails his will save, the RP points are wasted. Channel through Air (Lesser) (Levitation): The channeler is able to, as a free action, give himself a fly speed of 10 (perfect). This requires 1 RP point per round in order to keep active, and the DC is 10. The channeler, however, is not able to go any more than 50 feet above the ground, as the channeler is making the raw power push directly off the ground. Channel through Body (Su): The channeler channels the energy directly into his own body, and any who touch him are damaged by his raw power. As a standard action, the channeler empowers his own body, so that any who touch him (including with a held item) take 1d6 damage per 3 RP points used (to a maximum of 5d6 damage). This effect lasts for 1 round per class level, and has a DC of 17. Channel through Air (Wall) (Su): As a standard action, the channeler is able to raise a wall of pure raw energy. The wall deals 1d8 damage per 2 RP points spent (to a maximum of 10d8). The wall can be up to 10 square feet per level of the channeler, and can be shaped as the channeler wishes except it must be entirely two-dimensional with no curves or bends. A creature trying to pass through the wall takes the indicated amount of damage and must make a will save (DC 10 + Channeler�s class level + Charisma Modifier) or be unable to pass through. The DC for creating the wall is 15. Channel through Person (Su): This ability has three forms: Channel into Strength: As a standard action, the channeler is able to increase the muscle capacity of a person, giving them a bonus to strength equal to +2 per 10 RP points used (to a maximum of +10). The channeler is able to use this upon himself or anybody he is touching, and the effect lasts for 10 minutes per class level. The DC is 15. Channel through Wounds: As a standard action, the channeler is able to touch a wounded person and heal their wounds, though he may do this upon himself. The person heals 1 point of damage per 2 RP points used. The DC is 12. Channel into Armor: As a standard action, the channeler is able to toughen the skin of any person he is touching, including himself. The person gains a natural armor bonus of +1 per 5 RP points used (to a maximum of +4). This effect lasts for 10 minutes per class level and the DC is 15. The natural armor stacks with other forms of natural armor the creature may have. Channel through Air (Greater) (Su): The channeler is able to create a bolt of pure energy explode through the air. The channeler creates a line that goes for 10 feet per class level and deals 1d8 damage per 2 RP points spent (to a maximum of 20d8 damage). If the channeler so wishes, he may shorten the distance of the line. A creature is entitled a reflex save (DC 10 + Channeler Class Level + Charisma Modifier) to take half damage. This takes a standard action to use and has a DC of 20. Channel through Objects (Su): This ability has two forms: Channel through Object (Explosive): By empowering an object, the channeler can make an object explode. This requires a standard action, and the item explodes directly after being empowered, so it must be thrown. The item deals 1d8 damage per 2 RP points spent (to a maximum of 20d8 damage), and deals this damage to everything within a 5 feet per two channeler class levels radius. The channeler may decrease this blast radius if desired. The DC is 18, and if the channeler fails and is unable to through the item, it explodes in his hand. Note that the item empowered also takes the same damage. A creature is entitled a reflex save (DC 10 + Channeler Class Level + Charisma Modifier) to take half damage. Channel through Object (Destructive): By touching an item, the channeler is able to channel raw power into an object, destroying it. The raw power ignores hardness and deals 1d10 points of damage per RP point spent (to a maximum of 5d10) per round that the channeler holds it. The channeler makes the will save to a DC of 17, and then is able to hold the item for a number of rounds equal to one round per 3 RP points spent before having to stop channeling. The channeler is able to use this ability as many consecutive times as he so wishes, but every time he uses this ability he must make the same will save. The damage is dealt to a single 5 foot square, plus an additional 5 foot square per point spent. Channel through Air (Perfect) (Su): The channeler has gained the power to fire off multiple rays of raw power. As a full-round action, the channeler is able to fire multiple rays at the same time, up to 1 ray per class level. The damage dealt is equal to 1d6 points of damage for every 3 RP points spent (to a maximum of 20d6). All of the rays do this amount of damage. The ray has a maximum distance of 20 feet per class level. This provokes an attack of opportunity and has a DC of 25. The rays each require a separate ranged touch attack, and no two rays can hit the same object or person. |
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