Spellfire Channeler

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Requirements

Skills: Concentration 8 ranks, Knowledge (arcana) 2 ranks, Spellcraft 2 ranks

Feats: Endurance, Spellfire Wielder

Summary

Spellfire is the raw energy of the Weave. Most who bear his gift never have the time or opportunity to develop these skills. Those who do practice their spellfire are able to hone their talent into a tool with fantastic abilities that most dabblers can only dream of.

Characters of all classes can become spellfire channelers, since that ability isn’t selective about whom it appears in. Spellcasters of any sort have the easiest time qualifying for this class, however.

Role: Spell DPS

Characteristics: Spellfire masters who augment their spellfire abilities and can drain magic items to fuel their fire.

Source: Magic of Faerun

Game Rule Information

The Spellfire Channeler has the following game statistics.

Abilities: Constitution is paramount for having more ability to store Spellfire and further power up that suite of abilities, Dexterity for keeping your AC high, Charisma for augmenting more auxiliary parts of the Channeler kit.

Alignment: Any

Hit Die: d4

Starting Gold: N/A

Class Skills

The Spellfire Channeler's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Wilderness Lore (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Spellfire Channeler.

Weapon and Armor Proficiency: A Spellfire Channeler is proficient with whatever they were already proficient with prior to taking levels in this class.

Drain Charged Item Sp: As a standard action, a spellfire channeler can drain a single charge from a touched charged item (including single-use items such as potions and scrolls), converting the energy into a single stored spellfire energy level. A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be drained per round. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained.

Increased Storage Ex: The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:

Constitution +1 to Constitution ×2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once per day, the channeler must make a Constitution check (DC 10) or take 1d6 points of damage as one of her spellfire energy level backfires.

Constitution ×2 +1 to Constitution ×3: As above, plus the channeler's skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the chan-neler must make the backfire Constitution check every hour.

Constitution ×3 +1 to Constitution ×4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by nondamaging spell, DC 20 to concentrate), and must make the backfire Constitution check every minute. A touch releases 1d6 spellfire energy levels as a flarespell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.

Constitution ×4 +1 to Constitution ×5: As above, except the character radiates a palpable (but nondamaging) heat to a radius of 20 feet, is in pain (treat as if distracted by nondamaging spell, DC 25 to concentrate), and must make the backfire Constitution check every round. A touch releases 2d6 spellfire energy levels as a flarespell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action.

Regardless of the number of spellfire energy levels stored, a channeler can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score. (Involuntary expenditure, such as that noted above, isn't limited in this way.)

Improved Healing Su: At 2nd level, the spellfire channeler can release stored spellfire energy levels to heal by touch. This restores 1d4+1 hit points per spellfire energy level expended (rather than the normal 2 points per spellfire energy level).

Weapon Focus (Spellfire): The channeler gains the Weapon Focus (spellfire) feat at 3rd level.

Rapid Blast Su: At 4th level, the spellfire channeler can release two blasts of spellfire as a standard action. This increases to three blasts per standard action at 8th level. Each blast after the first suffers a cumulative —2 penalty to attack rolls (—0 for the first blast, —2 for the second, and —4 for the third).

Drain Permanent Item Sp: The channeler can drain power from permanent magic items by touch as a standard action. An item that creates spell effects (such as boots of speed) loses that function for 24 hours, and the channeler gains spellfire energy levels equal to half the caster level of the item. A creature gets to make a Will save (DC 10) to prevent one of its held or carried items from being drained. An item with all its permanent abilities drained for the day is still a magic item (for purposes of making saving throws when damaged, and so on).

Flight Su: The channeler can expend spellfire energy levels to fly as the spell. Each spellfire energy level expended allows the channeler to fly for 1 minute. The flying channeler leaves a visible trail of light that fades after 1 round.

Deflect Arrows Su: The channeler gains the Deflect Arrows feat, although rather than using a hand, a single spellfire energy level is expended to knock the missile away. If the channeler has no spellfire energy levels available, she cannot use this ability.

Crown of Fire Su: By expending 10 spellfire energy levels, a channeler can manifest the crown of fire, which appears as a halo of spellfire around her head and provides light equal to a Daylight spell. The crown of fire gives her damage reduction 10/+1 and automatically melts all non-magical weapons that strike her (after inflicting damage, if any). The crown of fire grants the channeler spell resistance 32 (as the Spell Resistance spell). Maintaining the crown of fire requires expending 10 spellfire energy levels each round, which can be done as a free action. The crown of fire does not interfere with the channeler's actions, including using other spellfire abilities.

Maelstrom of Fire Su: The channeler can release spellfire energy in all directions as a 20-foot-radius spread, dealing 1d6 damage per spellfire energy level expended to all creatures in the area (Reflex half, DC 10 + class level + Charisma modifier).

Table 1-1: Spellfire Channeler Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +2 +0 +2 Drain charged item, increased storage 2
2nd +1 +3 +0 +3 Improved healing
3rd +1 +3 +1 +3 Weapon Focus (spellfire), increased storage 3
4th +2 +4 +1 +4 Rapid blast 2
5th +2 +4 +1 +4 Drain permanent item, increased storage 4
6th +3 +5 +2 +5 Flight
7th +3 +5 +2 +5 Deflect Arrows, increased storage 5
8th +4 +6 +2 +6 Rapid blast 3
9th +4 +6 +3 +6 Crown of fire
10th +5 +7 +3 +7 Maelstrom of fire