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Channeler

In the lands created by the music of the Ainur, magic comes about in a fashion known as Channeling. Mortals gifted with the Doom of Iluvatar are capable of unleashing a controlled portion of the lingering music of the Ainur, a note here, a few lyrics there and at times a bit of oneself are all a channeler needs to work their magic. Channelers are a rare-breed in Middle Earth, at times mistaken for Istari or even Maia.

Alignment: Any
Hit Die: 1d8

Class Skills
The Channeler's class skills (and the key ability for each) are Climb (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Knowledge-Arcana (INT), Listen (WIS), Perform-Song (CHA), Profession (WIS), Sense Motive (WIS), Spellcraft (INT), Swim (STR)

Skill Points at 1st level
(2 + INT Modifier) x4

Skill Points at Each Additional Level
2 + INT Modifier


TABLE: The Channeler I

Code:

LVL     BAB     FORT    REFL    WILL    SPECIAL       

01      +0      +2      +0      +2      Channel Magic, Doom of Iluvatar

02      +1      +3      +0      +3      Domain

03      +2      +3      +1      +3      Bonus Feat

04      +2      +4      +1      +4      Domain

05      +3      +4      +2      +4     

06      +4      +5      +2      +5      Domain

07      +4      +5      +3      +5     

08      +5      +6      +3      +6      Ainur Appeal, Bonus Feat, Domain

09      +6      +6      +4      +6     

10      +6      +7      +4      +7      Domain

11      +7      +7      +5      +7

12      +8      +8      +5      +8      Domain

13      +8      +8      +6      +8      Blessing of Iluvatar, Bonus Feat

14      +9      +9      +6      +9      Domain

15      +10     +9      +7      +9     

16      +10     +10     +7      +10     Domain

17      +11     +10     +8      +10

18      +12     +11     +9      +11     Bonus Feat, Domain

19      +12     +11     +9      +11    

20      +13     +12     +9      +12     Domain

CLASS FEATURES
All of the following are class features of the Channeler


WEAPON AND ARMOR PROFICIENCY
Channelers are proficient with all Simple and Martial Weapons, with all types of armor (light, Medium, and Heavy) and with shields (except Tower Shields). NOTE: Steel, specifically, interferes with any Channeling magicks save for those of the Domains represented by Aule. Shields and Armors constructed of Steel retain the listed 'Arcane Failure' chance of ruining a Channeler's Spellcasting. Possession of weapons constructed of steel increase the chance of ruining a spell based on weapons size (5% for Small, 10% for Medium, 15% for large, etc.) Most Channelers seek non-steel arms & armor for this reason.



CHANNEL MAGIC (SP)
The Valar are the offspring of Eru (God) who came to Arda to fulfill The Song. The Channeling realm utilizes the power of the Valar as channeled through persons casting spells. Since the Valar are not part of The Song (they helped to develope part of The Song, and Morgoth corrupted part of it), Channeling is independent of the Essence Realm. Persons casting Channeling spells draw directly from the power of one or more of the Valar, even though this does not 'usually' require the conscious cooperation of the Valar involved. Thus, spells of this realm do not necessarily reflect the nature of the Valar as long as the spells are relatively sublte and low level.

Channelers are able to cast Divine Spells, which are drawn from a limited list of spells based on selected Domains. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. A Channeler does not prepare her spells in advance, casting any spell she knows without preparing it ahead of time. Channeler Spells always have a Verbal Component, in lieu of any other Spell Component. This Verbal Component a portion of the Song of the Ainur, but is typically muttered like a prayer.

To cast a spell, the Channeler must have a Charisma Score equal to at least 12 + the Spell Level. The Difficulty Class for a Saving Throw against a Channeler's spell is 10 + Spell Level + the Channeler's Charisma modifier.

Like the Weaver, the Channeler is able to cast only a certain number of spells of each level per day. Her base daily spell alottment is given in Table: ChannelerII. In addition, she receives bonus spells per day if she has a high charisma score.


DOOM OF ILUVATAR (SU)
Channelers are constantly in contact with the Ainur, minions of Iluvatar. Their spirit is forever warped by this contact, granting them the Doom of Iluvatar. Forever-more, the Channeler finds it exceedingly difficult to truly touch another creature. While physical contact is possible, it's usually fleeting at best. Lacking the Flame Imperishable, the Channeler is unable to procreate in any fashion. However, the Channeler gains a Deflection Bonus to AC equal to their Charisma Modifier.


DOMAINS (SU/SP)
Initially, the Channeler has access to 4-5 Domains: 1 Racial, 1-2 Alignment, and 2 Domains from the same Ainur; and knows all the spells of those domains. At each indicated level, the Channeler selects a new Domain from any Ainur and adds the spells of that domain to her list of known spells. The Channeler's Class Level determines the effects of both Spells and the Granted Power of the chosen domains. The Channeler is limited on the number of times that a Domain's Granted power can be used on any given day. The Channeler can use a Granted Power more than once, but not more than 1 + Charisma Modifier, per day. Each of the Ainur is associated most closely with a specific Domain and can determine the Channeler of the Domain, even during an Appeal. Melkor is the only Ainur with access to more than 3 Domains, though all are vile in nature.


BONUS FEAT
At 3rd, 8th, 13th, and 18th level, the Channeler gains a Bonus Feat. This Bonus Feat must be used on Item Creation or Metamagic feats.

AINUR APPEAL (SP)
Considered by many channelers as a last resort, the ability to call upon the Ainur can prove vital. By sacrificing apart of her spirit, the Channeler is able to access an otherwise unattainable spell, appealing to the Ainur with the self-sacrifice. By taking 1d4+1 Charisma Ability Damage, the Channeler may cast a spell upto 3 levels higher from a chosen domain. Alternatively, the Channeler can sacrifice 2d4+2 Charisma to choose a spell from an unchosen domain. The effects of the spell occur at the same time as the Ability Damage.


BLESSING OF ILUVATAR
Mortality is subjective, and one who has spent so much time in contact with the Ainur will find a place with the Ainur, not with Mandos. Upon the natural or untimely death or will of the Channeler, she may retreat from Ea to reside with the Ainur. Once this decision or event comes to pass, it cannot be unmade or undone by any save Iluvatar.


TABLE: Channeler II (# Spells per Level)

Code:

LVL     01      02      03      04      05      06      07      08      09

 

01      01      --      --      --      --      --      --      --      --

02      02      **      --      --      --      --      --      --      --

03      02      01      --      --      --      --      --      --      --

04      02      02      **      --      --      --      --      --      --

05      03      02      01      --      --      --      --      --      --

06      03      02      02      --      --      --      --      --      --

07      03      03      02      **      --      --      --      --      --

08      04      03      02      01      --      --      --      --      --

09      04      03      03      02      --      --      --      --      --

10      04      04      03      02      **      --      --      --      --

11      05      04      03      02      01      --      --      --      --

12      05      04      04      03      02      --      --      --      --

13      05      05      04      03      02      **      --      --      --

14      06      05      04      03      02      01      --      --      --

15      06      05      05      04      03      02      --      --      --

16      06      06      05      04      03      02      **      --      --

17      07      06      05      04      03      02      01      --      --

18      07      06      06      05      04      03      02      **      --

19      07      07      06      05      04      03      02      01      **

20      08      07      06      05      04      03      02      02      01

** - Indicates only Spell from a high Charisma Score.



Alignment Domains: Chaotic, Evil, Good, Law, Neutral

Racial Domains: Dwarf, Elf, Halfling, Orc, or Courage (Human)


- Valar (The Powers that Be)
Aulë (M) Lord of Crafts (Mahal, Dwarven)
Creation / Craft / Metal

Manwë (M) Wind Lord, King of Ainur (Sulimo, Lord of Breath)
Air / Nobility / Windstorm

Melkor (M) Lord of Lies (Morgoth)
Destruction / Domination / Envy / Greed / Hatred / Trickery

Ulmo (M) Lord of Waters
Ocean / Storm / Water

Varda (F) Lady of Stars. Queen of Ainur (Elbereth)
Darkness / Moon / Sun

Yavanna (F) Lady of Harvest, Queen of Earth (Kementäri)
Animal / Earth / Plant



- Fëanturi (Masters of Spirit)
Estë (F) The Healer of Hurts
Healing / Purification

Irmo / Lôrien (M) Lord of Dreams & Visions
Dream / Oracle

Nämo / Mandos (M) Lord of the Dead
Death / Deathbound

Nienna (F) The Sorrowful, Lady of Renewal
Renewal / Suffering

Nessa (F) Lady of Dance
Balance / Celerity

Oromë (M) Lord of the Hunt (Aldaron / Tauron)
Travel / War

Tulkas (M) Lord of Enduring Strength (Astaldo the Valiant)
Competition / Strength

Vairë (F) The Weaver of Time
Fate / Time

Väna (F) Lady of Birth
Community / Family


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NEUTRAL [NEW DOMAIN]
Granted Power (SU): Access to the Neutral Domain grants a +1 Bonus on Caster Level for all non-aligned spells. Any spell which does not have an alignment descriptor is so augmented by this Granted Power.

1st Omen of Peril
2nd Augury
3rd Unluck
4th Stalwart Pact
5th Zealot Pact
6th Renewal Pact
7th Death Pact
8th Eye of Power
9th Hindsight