Channeler

Basic Abilities

Hit points
3 per level
Skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill points per level
4 + Int modifier.
Proficiencies
As druid: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Class Chart

{{Class Chart

|Max Level=20

|Base Attack=Low

|Fort Save=Low

|Ref Save=Low

|Will Save=High

|Special1=Aspect of nature, nature sense, wild empathy

|Special2=Woodland stride

|Special3=Trackless step

|Special4=Resist nature's lure, druid's footfall

|Special5=Aspect of nature

|Special6=

|Special7=

|Special8=Aspect of nature

|Special9=Venom immunity

|Special10=

|Special11=

|Special12=Aspect of nature

|Special13=A thousand faces

|Special14=

|Special15=Timeless body

|Special16=Aspect of nature

|Special17=

|Special18=

|Special19=

|Special20=Natural spell

}}

{{Priest Spells Known|Caption=Channeler Spells Prepared}}

{{Priest Spells per Day|Caption=Channeler Spells per Day}}

 

Spells

Spell List
Druid
Spells Known
All
Spell Preparation
Channeling

Special Abilities

Aspect of Nature

Like a druid, you gain the ability to shift into a more powerful form. However, rather than shifting into animal form, you take on aspects of the fundamental force of nature itself. Unlike shapeshifting, you do not lose the ability to cast all spells, though you do lose some. However, you also gain new powers, and new spells you can cast in the chosen form.

Each level you receive this ability, choose an ability below for which you are qualified.

Lesser Aspect of the Storm
  • Control winds at will as a supernatural ability.
  • Lose healing spells.
  • You may channel the following spells: lesser lightning orb, levitate, lightning bolt.
Greater Aspect of the Storm
  • Requires lesser aspect of the storm
  • Gain a fly speed equal to 10 feet per level, with good maneuverability.
  • You may channel the following spells: call lightning, greater call lightning, shout, orb of lightning, and chain lightning.
  • When you cast call lightning, you are always use d10s instead of d6's, and you may use the spell indoors.
Superior Aspect of the Storm
  • Requires lesser aspect of the storm
  • Control weather at will as a supernatural ability. Changes to the weather take only 1 round.
  • You may channel the following spells: lightning storm, lightning walk, great shout.
Shapeshift (large storm elemental)
  • Requires greater aspect of the storm
  • You become a large storm elemental (Monster Manual III). You may not cast spells while in this form.
Shapeshift (huge storm elemental)
  • Requires superior aspect of the storm and shapeshift (large storm elemental)
  • You become a huge storm elemental (Monster Manual III). You may not cast spells while in this form.
Lesser Aspect of Renewal
  • Your healing spells cause affected targets to gain Fast Healing equal to 1 per spell level for 3 rounds after being healed.
  • You cannot cast damaging spells while in this form.
  • You may channel the following spells: cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds
Greater Aspect of Renewal
  • The Fast Healing effect of your healing spells increases in duration to 1 minute.
  • You may channel the following spells: mass cure light wounds, mass cure moderate wounds, mass cure serious wounds, mass cure critical wounds
Superior Aspect of Renewal
  • The Fast Healing effect of your healing spells affects all within 10 feet of the subject.
  • You may channel the following spells: heal, mass heal, revivification.
Shapeshift (tree of life)
  • Requires greater aspect of renewal
  • You become a treant. You cannot cast spells, except for healing spells. Allies within 60 feet are healed as if by mass cure moderate wounds every round.
Shapeshift (greater tree of life)
  • Requires superior aspect of renewal
  • You become a gargantuan treant with 14 HD. You cannot cast spells, except for healing spells. Allies within 60 feet are healing as if by mass cure critical wounds every round.
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