You've learnt how to make contact with spirits of extraordinary origin and to channel their beings, fusing them into yourself momentarily to gain their strength and wisdom. |
![]() The iconic Channeler, Kiko. |
Hit Points: 8 plus your Constitution modifier You increase your maximum number of HP by this number at 1st level and every level thereafter. Key Attribute: Wisdom At 1st level, your class gives you an attribute boost to your Wisdom. |
Key Terms You'll see the following term in many Channeler class features. Form: Actions with the Form trait require you to be channeling a form to use them or be affected by them. Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn. Press: Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) Spellshape: Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself. |
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Progression of Proficiencies is also shown here alongside on the class table itself.
Trained in Perception
ProgressionTrained in Fortitude
Trained in Reflex
Expert in Will
ProgressionTrained in Society
Trained in a number of additional skills equal to 4 plus your Intelligence modifier
ProgressionTrained in simple weapons
Trained in your channeled form's favored weapon
Trained in unarmed attacks
ProgressionTrained in light armor
Trained in medium armor
Trained in unarmored defense
ProgressionTrained in spell attacks and DCs
ProgressionTrained in channeler class DC
You gain these features as a Channeler.
Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level | Base Class Features | Proficiency Increases | Special Features |
---|---|---|---|
1 | Ancestry background, attribute boosts | Initial proficiencies | Forms, formcasting |
2 | Class feat | — | — |
3 | General feat, skill increase | — |
New form, channel rune |
4 | Class feat | — | — |
5 | Attribute boosts, ancestry feat, skill increase | form endurance expertise | — |
6 | Class feat | — | — |
7 | General feat, skill increase | weapon expertise | New form |
8 | Class feat | — | — |
9 | Ancestry feat, skill increase | spellcasting expertise, perception expertise | — |
10 | Attribute boosts, class feat | — | — |
11 | General feat, skill increase | armor expertise, form endurance mastery | New form |
12 | Class feat | — | — |
13 | Ancestry feat, skill increase | fortitude expertise, weapon specialization | favored weapon familiarity |
14 | Class feat | — | — |
15 | Attribute boosts, general feat, skill increase | reflex expertise | New form |
16 | Class feat | — | — |
17 | Ancestry feat, skill increase | will mastery, spellcasting mastery | — |
18 | Class feat | — | — |
19 | General feat, skill increase | armor mastery | New form |
20 | Attribute boosts, class feat | — | — |
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.
At 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.
You've learnt how to make contact with spirits of extraordinary origin. These spirits, called forms, can be from anywhere, and can be anything; You from different timelines, where a single decision you made changed your whole life's outcome, or spirits of people long past their time.
At 1st level, you begin play with two forms, chosen from the list of available Channeler Forms. You can channel these forms, melding with them; When you do, the way you conduct yourself and your physical appearance both change, resembling the appearance and mannerisms of the form you assume. This however does not mean you fully become that form; Aspects of yourself persist still. You cannot Impersonate the form you assume. Forms may let you peer into some of their knowledge, using their experience to fight in combat, or to recall information you yourself might not know. The choice to channel a form is voluntary, and you can dismiss a form any time. At 3th level, and every 4 levels after, you gain a new form.
You gain the A New Face action, allowing you to channel a new form.
Some of the forms you commune with and channel possess spellcasting ability. These forms are called spellcasting forms. When you embody these forms, you can tap into a sliver of that ability.
Each morning, you commune with all your spellcasting forms to prepare the spells you will use that day. You start the day with two cantrips and a 1st-rank innate spell chosen from your form's spell list and a focus spell granted by your form. The innate spell you gain from your spellcasting forms is called your lendspell. While channeling a spellcasting form, you gain the Cast a Spell activity and can cast each form's lendspell only once. As part of your communing, you make contingencies in-case plans change. As part of your A New Face action, you may swap out your current form's lendspell for any spell on its spell list as long as it has not been expended. If something has the prerequisite of being able to use the Cast a Spell activity, such as a spellheart, you only qualify while you are channeling a spellcasting form.
As you increase in level as a channeler, the potency of your spells increases. Like cantrips and focus spells, the rank of your lendspells is equal to half your level, to a maximum of 8th rank. When preparing or swapping your lendspells, the highest rank of spell you can choose to prepare is equal to the rank of the lendspell you are preparing or swapping out. If you choose a lower-rank spell, you can choose to heighten it up to the rank of your lendspell. At 6th level, you gain a second lendspell. This lendspell's rank is equal to your highest rank lendspell -1. You may swap out all of your lendspells as part of the A New Face action.
Some of your spells are cantrips. A cantrip is a special type of spell that you can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up— this is usually equal to the highest rank of any of your channeler's innate spells you have. For example, as a 1st-level channeler, your cantrips are 1st-rank spells, and as a 5th-level channeler, your cantrips are 3rd-rank spells.
Every spellcasting form you gain grants a focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to communte with your many forms. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Certain feats can give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. The full rules for focus spells can be found in the Player Core.
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
At 2nd level and every even-numbered level thereafter, you gain a channeler class feat.
At 3rd level and every 4 levels thereafter, you gain a general feat.
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
You learn the art of transfering the magical energy of weapons into others. You gain the Channel Rune action.
Your forms bolster your physical capabilities. At 5th level, while you are channeling a form, your proficiency rank for that form's Endurance Mastery saving throw increases to expert.
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.
You begin to find yourself innately familiar with weaponry. Your proficiency rank increases to expert with your channeled form's favored weapon, simple weapons, and unarmed attacks.
You begin to make the spellcasting knowledge of your forms your own. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
You hone your defenses. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to expert.
Your body makes perfect connection with your form's physique, bringing out the best of your physical capabilities. At 11th level, while you are channeling a form, the proficiency rank for that form's Endurance Mastery saving throw increases to master. When you roll a success on this saving throw, you get a critical success instead.
Your body has adapted to the constant shifting. Your proficiency rank for Fortitude saves increases to expert.
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Your mind syncs with the your channeled form, swinging your weapons entirely by instinct. At 13th level, while channeling a form that has a favored weapon, you gain a +2 status bonus to attack rolls you make with your form's favored weapon.
Your reflexes improve as your body better adapts. Your proficiency rank for Reflex saves increases to expert.
Having formed such strong connections, your mind becomes unbreakable. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Your forms provide excellent tutelage for mastering magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.
Your defenses have been honed to near perfection. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to master.