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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