SpellFire Channeler
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SpellFire Channeler
the basic description of the class, they are very much a limited class and a unique twist on what is considered spell warriors, they can recharge items, drain charged items, even use the charges themselves for their own ability, however if they store energy and don't use it, the energy itself will start to consume them. I have played this class, and I have seen it played and people who have tried to play it, and find it themselves too challenging, but with the challenge comes the reward of the abilities you get with it
Those who practice their spellfire can hone their talent into a tool with fantastic abilities that most dabblers can only dream of.
Requirements
Skills: Concentration 8 ranks , Knowledge (arcana) 2 ranks , Spellcraft 2 ranks
Feats: Endurance , Spellfire Wielder
Hit die
d4
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Spellfire channelers are proficient with all simple weapons. They are not proficient with any type of armor or shields.
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).
Advancement
Level BAB Fort Ref Will 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
Class skills
Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT no no
Disguise CHA no no
Heal WIS no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Profession WIS yes no
Sense Motive WIS no no
Spellcraft INT yes no
Wilderness Lore Wis no no
Those who practice their spellfire can hone their talent into a tool with fantastic abilities that most dabblers can only dream of.
Requirements
Skills: Concentration 8 ranks , Knowledge (arcana) 2 ranks , Spellcraft 2 ranks
Feats: Endurance , Spellfire Wielder
Hit die
d4
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Spellfire channelers are proficient with all simple weapons. They are not proficient with any type of armor or shields.
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).
Advancement
Level BAB Fort Ref Will 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
Class skills
Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT no no
Disguise CHA no no
Heal WIS no no
Intimidate CHA no no
Knowledge (arcana) INT yes no
Profession WIS yes no
Sense Motive WIS no no
Spellcraft INT yes no
Wilderness Lore Wis no no
DevilsDaughter- New Member
- Number of posts : 5
Age : 40
Registration date : 2017-07-15
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Re: SpellFire Channeler
Friend Devil's Daughter,
I've given it a quick read-through, will read it again later today (after some coffee) and consider it for inclusion.
As we had discussed we are planning to replace three of the classes NWN offers as they do not fit the campaign, these include Purple Dragon Knight, Harper Scout (these are a guild not a class), and Champion of Torm (redundant with Paladin/Blackguard). We will be adding PSIONICIST and two other classes, the PSIONICIST is the only one we have firmly picked, the rest we are considering from player suggestions such as yours. I'm not sure which two will be selected, but I am very grateful for your taking time to propose this one. As noted, I've got to get some caffein on board before I give it serious thought (too muddle headed atm), but this one looks interesting at first blush if for no other reason that that it will be eating up magic items like crazy.
Is this from D&D or Pathfinder?
Thanks again!
I've given it a quick read-through, will read it again later today (after some coffee) and consider it for inclusion.
As we had discussed we are planning to replace three of the classes NWN offers as they do not fit the campaign, these include Purple Dragon Knight, Harper Scout (these are a guild not a class), and Champion of Torm (redundant with Paladin/Blackguard). We will be adding PSIONICIST and two other classes, the PSIONICIST is the only one we have firmly picked, the rest we are considering from player suggestions such as yours. I'm not sure which two will be selected, but I am very grateful for your taking time to propose this one. As noted, I've got to get some caffein on board before I give it serious thought (too muddle headed atm), but this one looks interesting at first blush if for no other reason that that it will be eating up magic items like crazy.
Is this from D&D or Pathfinder?
Thanks again!
Re: SpellFire Channeler
this class is from D&D, the only thing anywhere close in Pathfinder is the Magus, and that doesn't work. if you want a bit more on where exactly it comes from, this is a Faerûnian Prestige Class, and I would post the external links I have, but since this account is new, it won't let me right now
DevilsDaughter- New Member
- Number of posts : 5
Age : 40
Registration date : 2017-07-15
Character sheet
Character Name:
Race:
Overall Level:
Re: SpellFire Channeler
Friend Devil's Daughter,
OK, here's some links I've found which seem to be source from D&D 3.5
this
http://www.dandwiki.com/wiki/Spellfire_Warrior_(3.5e_Class)
and this
https://dnd-wiki.org/wiki/Spellfire_Channeler_(3.5e_Prestige_Class)
Are these essentially the thing you are asking about?
OK, here's some links I've found which seem to be source from D&D 3.5
this
http://www.dandwiki.com/wiki/Spellfire_Warrior_(3.5e_Class)
and this
https://dnd-wiki.org/wiki/Spellfire_Channeler_(3.5e_Prestige_Class)
Are these essentially the thing you are asking about?
Re: SpellFire Channeler
for the way they are written, the first link is what has been called the Channeler, so yes that would be what I am getting at, thanks for Posting it Oda
DevilsDaughter- New Member
- Number of posts : 5
Age : 40
Registration date : 2017-07-15
Character sheet
Character Name:
Race:
Overall Level:
Re: SpellFire Channeler
Friend Devil's Daughter,
Many thanks. I'll review the material and ask Eriniel to do the same. We'll dialog more about this in this thread - once we are all up to speed on the matter.
Many thanks. I'll review the material and ask Eriniel to do the same. We'll dialog more about this in this thread - once we are all up to speed on the matter.
Neverwinter Nights Multiplayer Server 24x7 Now with NWN and NWN:EE :: Neverwinter Nights - General :: Suggestions (general unsorted) :: CLASS / RACE / SKILL / FEAT Specific
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