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Tome
of
Channeng
RobetvanderMeer
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T OME OF C HANNELING
T OME OF C HANNELING
Author: Robert van der Meer
Editor: Robert van der Meer
Proofreading: Sérgio Teixeira da Silva
Design / Layout: Jeremy Smith
Interior Illustrations: Jason Walton, Mark Huffman, Rick Hershey, V. Shane
Cover Illustration: John C. Walborn
Special Thanks: Sérgio Teixeira da Silva, Brandon Glore, Jake Rudd, Josh Sjothun, Arnaud Sider. Ross Davis
Requires use of the Dungeons & Dragons® Third Edition Core Books and the Expanded Psionics Handbook ,
published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc.,
and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at
<www.wizards.com/d20>. This edition of Tome of Channeling is produced under version 1.0a, 5.0, and/or draft
versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document
by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the
license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e)
of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as
all Dreamscarred Press product and product line names including but not limited to Tome of Channeling, Untapped Potential:
New Horizons in Psionics , any specific characters, monsters, creatures and places; proper names and names of places, artifacts,
characters, countries, specific creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories,
storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and
cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the
d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above
Product Identity is not Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open
Game Content.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999,
2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added
to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “ Tome of Channeling ” ©2007 Robert van der
Meer. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or
unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this
book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original
purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Some images copyright 2006 by Reality Deviant Publications
Some images copyright V. Shane, LPJ Designs, Inc and are used with permission.
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M ENTALIS D ESIGN
The world of the world’s most popular roleplaying
game is filled with characters who pursue magic.
These characters usually use magic through
the casting of spells. A spell comes forth from
supernatural energy, usually either arcane or divine
of origin. Arcane spells use mystical energies
that permeate the entire world, whereas divine
spells use divine energies, which are drawn from
deities or the spellcaster’s devotion to a principle.
Regardless of the origins of a spell’s energy, this
energy is manipulated by the spellcaster in order to
cast the spell.
Channeling magic is an alternative approach to the
use of magic. It draws from an infinity wellspring of
mystical energies, much like arcane spells do, but
instead of manipulating these energies, a character
who channels magic draws specific energies from
his wellspring, often called a sphere. This means
that channeling magic enables a character to draw
magic from his sphere without having to manipulate
it, meaning that the magic retains far more of its
essence, making them transcend usual spells.
Like spellcasters, characters who channel magic
master a number of arcane effects to defeat their
foes. But, while a spellcaster’s spells represent the
various ways in which they can manipulate the
energies that comprise their magic, the incantations
of a channeler represent the specific mystical
energies that he can draw from to create amazing
effects that can surpass spells—if the channeler can
successfully channel these energies.
Channeler: A character with one or more
levels in the nexus character class is known as a
channeler.
Incantation: An incantation is a specific, one-
shot effect that a channeler channels. In this way,
an incantation is functionally similar to a spell.
However, a channeler doesn’t use up or expend
spells during the course of a day of adventuring
the way a spellcaster does. He can channel
his incantations any time he wants to. When a
channeler channels an incantation, he must make a
channeling check in order to successfully channel
the incantation. The Difficulty Class of this check
depends on the incantation in question.
Aura: Some incantations are known as auras.
These incantations are identical to normal
incantations, with the exception that their duration
is indefinite. However, a channeler must expend
a swift action during each round to maintain the
incantation, or else the incantation fails as if he had
failed the channeling check.
Sphere: A sphere is a collection of incantations
that share a common origin. Three spheres are
described in this book, although there may be more
or less in your campaign. Each sphere consists
of thirty to forty incantations. The three spheres
described in this book are the elements, the mind
and nature. Most channelers don’t have access to
each sphere.
Incantations Known: The collection of
incantations that a channeler has learned. You can
think of this as the channeler’s spellbook or spell
list. A channeler’s class and level determine the
number and Difficulty Class of incantations he
knows.
Channel: A channeler uses an incantation by
channeling it. So instead of casting a spell or
manifesting a power, a channeler channels an
incantation.
Channeler Level: Some incantations have effects
that vary with the level of the channeler using
them. In addition, the highest Difficulty Class of an
incantation that a channeler can channel is partially
dependent of his channeler level. Channeler level is
functionally equivalent to caster level or manifester
level—it’s simply the relevant class level of the
channeler who channels the incantation.
What You Need to Play
You need the three core rulebooks—the Player’s
Handbook , the DMG , and the MM —to make the
best use of the Tome of Channeling .
New material referenced in this book has a *
to denote it. All other references are to the core
rules.
Q UICK P RIMER TO C HANNELING
M AGIC
The Tome of Channeling describes a system of
special “spells” known as incantations. Here are
some of the salient terms and facts you will need to
be familiar with as you peruse this book.
1
 
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T OME OF C HANNELING
C HAPTER 1: N EW C LASS
N EXUS
nexus can also benefit a lot from a high Constitution
score. Some incantations involve attacking the foe
from a distance, so a nexus who channels those
incantations needs a good Dexterity score. Given
the choice between Strength and Intelligence, the
nexus will usually choose the latter, because it helps
him to understand his sphere, which can grant him
several benefits.
“My body, and my soul, they are suffused with the
magic that will devastate yours.”
- Kerran, human nexus
The nexus has an inherent connection to his sphere.
Regardless of whether he uses his will or his
personality to channel this connection, the nexus
is a potent channeler of magic. To a nexus, magic
is almost literally a part of him—to the point of
feeling pain if his incantations cannot be
channeled. Because of this, a nexus sees
magic as something that is essential
to him. However, mundane objects of
his sphere are meaningful to him as
well, and because of the ambience
of most of the spheres, there are
few moments where a nexus will
be completely isolated from his
sphere. In addition, because
nexuses can almost always
channel their incantations,
they often see their magic
as the solution to their
problems. This makes
nexuses resourceful with
the use of their magic,
channeling incantations in
ways that others usually
don’t think of.
Races: The affinity for chan-
neling magic can
manifest itself in
any of the races, al-
though some spheres
manifest themselves
more clearly in some
races, and some races
have a better affinity for
magic overall. Most of
the psionic races, for ex-
ample, boast at least sev-
eral nexuses of the mind
sphere, whereas elves prove
to be adept in the channeling
of magic of the nature sphere.
Alignment: A nexus can be
of any alignment, although the
instinctive method of wielding magic
often make nexuses chaotic over
lawful. However, there are nexuses
who have a pact that relates to their
magic—these nexuses are often
lawful. Good nexuses are cunning
mages who defend the weak with
their infinite magic; evil nexuses
are elitist channelers who seek to
spread the sway of their spheres
through any means necessary.
Starting Gold: 3d4x10 (75 gp).
Starting Age: Simple (as sorcerer).
M AKING A N EXUS
A nexus is a mage, much
like a sorcerer or a wizard.
He uses his incantations to
their highest potential to defeat
his foes with amazing displays
of magic.
Abilities: At character creation, a nexus chooses
whether he uses his Charisma or Wisdom score to
determine his channeling modifier and the highest
Difficulty Class of incantations that he can channel.
Regardless of which ability he chooses, this ability is
essential to him. Because he is relatively delicate, a
A nexus uses incantations to
channel magic
CLASS FEATURES
Your ability to channel incantations is essential to
you, when fighting and when you aren’t. In fact,
it is so essential to you, that you are sensitive to
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M ENTALIS D ESIGN
magic. While this sensitivity might be a weakness
sometimes, it can also prove to be your greatest
asset. Depending on your sphere, you can wield the
stars, elements, nature, or even the minds of your
foes. Overall, your incantations are your signature,
and they define you.
Weapon and Armor Proficiency: You are
proficient with simple weapons, but not with armor
or shields.
Incantations: You begin your career with two
incantations known. All of the spheres are available
to you, although you may only know incantations
from one sphere, which you must choose upon
becoming a nexus. This choice does not affect your
list of class skills.
Once you know an incantation, you may channel
it. An incantation usable by nexuses is considered
a supernatural ability. Your incantations are not
affected by spell resistance, but you provoke attacks
of opportunity when you channel one.
You learn additional incantations at higher levels,
as shown on Table 1-1. You must be able to channel
incantations of its Difficulty Class in order to learn
it.
Your channeling modifier is equal to your
nexus level + your Charisma or Wisdom modifier
(hereafter referred to as your channeling ability
modifier). You must choose which ability score
affects your channeling modifier at character
creation, and you cannot change it once it has been
determined.
The highest Difficulty Class of incantations that
you may channel equals your channeling ability
modifier + 1.5 x your nexus level.
Magic Sensitivity (Su): Your soul is suffused
with the magic of your sphere. This makes you
unusually aware of that sphere, to the point of
being sensitive to it. When you cannot hold your
T ABLE 1-1: T HE N EXUS
HD: d4
Incantations
Known
1st +0 +0 +0 +2 Magic sensitivity, soul opening 2
2nd +1 +0 +0 +3 -- 3
3rd +1 +1 +1 +3 Sphere resistance +1 4
4th +2 +1 +1 +4 Magic touch 4
5th +2 +1 +1 +4 -- 5
6th +3 +2 +2 +5 Sphere resistance +2 5
7th +3 +2 +2 +5 -- 6
8th +4 +2 +2 +6 -- 6
9th +4 +3 +3 +6 Sphere resistance +3 7
10th +5 +3 +3 +7 Sphere defense 7
11th +5 +3 +3 +7 -- 8
12th +6/+1 +4 +4 +8 Sphere resistance +4 8
13th +6/+1 +4 +4 +8 -- 9
14th +7/+2 +4 +4 +9 -- 9
15th +7/+2 +5 +5 +9 Sphere resistance +5 10
16th +8/+3 +5 +5 +10 -- 10
17th +8/+3 +5 +5 +10 -- 11
18th +9/+4 +6 +6 +11 Sphere resistance +6 11
19th +9/+4 +6 +6 +11 -- 12
20th +10/+5 +6 +6 +12 Soul rift 12
Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Knowledge (arcana), Knowledge (nature),
Knowledge (psionics), Knowledge (the planes), Listen, Profession, Psicraft, Sense Motive, Speak Language, Spellcraft, Spot,
Survival, Use Magic Device, Use Psionic Device.
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save Special
Level
3
 
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