Home

Dark Channeler

(Source: Hand of Shadow)

Requirements

Skills: Knowledge (arcana) 8 ranks, Knowledge (Shadow) 5 ranks, Spellcraft 5 ranks.
Feats: Magecraft, one metamagic feat, one Spellcasting feat.
Spellcasting: Must know at least eight spells of 2nd level or higher.

Dark Channeler

Hit Die: d6.

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Hide (Dex),Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (Shadow) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Speak Language (n/a), and Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Dark channelers gain no addition weapon or armor proficiency.

Channeler Traits: Dark channeler levels stack with channeler levels for the purposes of art of magic and bonus spell energy class features.

Dark God's Leave (Su): At 1st level, the increase in spell energy necessary for a dark channeler to cast channeled spells near a black mirror is reduced by one point. This increases to a 2-point reduction at 5th level, and tops out at a 3-point reduction at 9th level.

Sacrifice to the Dark God (Su): Each day, the number of spell energy points that the channeler begins with is reduced by one. Though the maximum amount of spell energy that she is capable of storing remains unchanged, she will always be 1 point shy of her maximum total unless she manages to steal energy from another channeler.

Shadow Attuned (Su): Any spells that a dark channeler casts with the darkness descriptor are more potent than normal. At 2nd level, this grants dark channelers a +2 bonus to their caster levels whenever they cast spells with the darkness descriptor. This bonus increses to +4 at 5th level.

Steal Spell Energy (Su): At 2nd level, dark channelers develop the ability to leech spell energy from other casters. This ability may be used a number of times per day equal to one-half the dark channeler's class level (round down).

Stealing spell energy requires a successful touch attack as a standard action against an enemy that uses spell energy. Unless the dark channeler has a touch spell charged up, has the Improved Unarmed Strike feat, or has a natural attack, this touch attack provokes an attack of opportunity as normal. I the touch attack succeeds, the dark channeler robs her target of a number of spell energy points equal to her spellcasting ability modifier. The target may succeed at a Will save (DC = 10 + 1/2 class level + spellcasting ability modifier) to halve the amount of spell energy stolen (rounded down). If a target would lose more spell energy than he has, he suffers Constitution damage as normal for casting too many spells.

Any spell energy stolen with this ability is added to the dark channeler's own total, but any energy in excess of her maximum amount disappears at a rate of 1 point per hour. If she has a familiar with which she delivers touch spells, or has access to the spectral hand spell, she may use either one to steal spell energy as if she were touching the target.

At 6th level the dark channeler gains the ability to siphon energy from other channelers at a range of up to 15 feet as a standard action that provokes attacks of opportunity, but this method of theft is easier to resist. Targets are still allowed a saving throw, but they lose no spell energy at all if their save succeeds. At 10th level, the range of this ability increases to 30 feet.

Spellcasting: Dark channelers gain Spellcasting as a bonus feat at 3rd and 7th level.

Power Magnet (Su): At 4th level, dark channelers begin to drink in the magic of the land around them, much like a small-scale version of a black mirror. The energy that is drawn to them does not power their spells, instead going to Izrador for his own uses. The effects of this are two-fold.

First, other channelers within 30 feet of the dark channeler must pay an additional point of spell energy in order to power their spells. Secondly, channeled magic items and ongoing spell effects that enter this 30-ft. radius crafted or cast by other channlers are suppressed as if targetd by dispel magic. The caster level of this dispel magic effect is equal to one-half the dark channeler's class level.

Imbue Darkness (Su): The dark channeler's attunement to the Shadow increases at 8th level, allowing her to grant dark attributes to the spells that she casts. By spending an extra two points of spell energy when she casts a spell, she can grant that spell the darkness descriptor. Spells cast in this way take on a dark and horrifying tone. They gain a +2 or +4 bonus to caster level from the shadow attuned ability, and good-aligned creatures suffer a -2 penalty to their saving throws against such spells. Spells with the light descriptor cannot be imbued with darkness.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +0 +2 Channeler traits, dark god's leave (1), sacrifice to the dark god
2nd +1 +0 +0 +3 Shadow attuned +2, steal spell energy (touch)
3rd +2 +1 +1 +3 Spellcasting
4th +3 +1 +1 +4 Power magnet
5th +3 +1 +1 +4 Dark god's leave (2), shadow attuned +4
6th +4 +2 +2 +5 Steal spell energy (15 feet)
7th +5 +2 +2 +5 Spellcasting
8th +6 +2 +2 +6 Imbue darkness
9th +6 +3 +3 +6 Dark god's leave (3)
10th +7 +3 +3 +7 Steal spell energy (30 feet)