Willshaper

Channeler - by T.A. Saunders ©2013 v1.0

Summary Born with an affinity to Xirorya, a Channeler is a Will-Shaper whose expertise is bending one or two of the four elements to their will; due to the tremendous mental integrity possessed by Elementals, compelling them simply through the force of their will is all but impossible. A Channeler can be attuned to one of the following: Fire, Earth, Wind, or Water. These individuals tend to live near their chosen element to hone their skills in its use and will often show minor signs of their power's influence, such as a Fire Channeler being overly warm, an Air Channeler accidentally shocking people upon contact, an Earth Channeler causing pebbles to vibrate in their wake, or a Water Channeler causing puddles to ripple. A Channeler may spend 12 EP to gain access to one additional element of their choosing, but no more. Channelers may use up to medium grade armor.

Class Skills Infusion

A Channeler is highly resistant to the element that they have an affinity for. As such, they take no damage from normal examples of their element and attacks with magical variants of that element are made at -65% armor rating/mystic defense against the Channeler. This means a Channeler with an affinity for the flame element could walk through fire, a Channeler with an affinity with water could breathe underwater, etc. While this power has no duration, it is bound by common sense limitations, i.e., passing through stone far enough will result in suffocation, being crushed by gravity, etc. (Near immunity to mundane damage from primary element, -65% bonus to armor rating/mystic defense versus supernatural sources).

Elemental Strike

Thrice per day, the Channeler can summon forth a focused blast of their element onto a single target, in the form of a beam that will have different effects, depending on the element. Hit success is determined by spell hit percentage.

Fire Strike: The target burns for 1d4 rounds on a successful hit, with an 85% chance to force combustion on any non-magical, non-metal items on the target (clothing, ammunition, etc).

Ice Strike: The target slows for 1d4 rounds on a successful hit, with a 85% chance of the attack reducing physical evasion by -15% for that time.

Petrifying Strike: The target has an 85% chance of being turned to stone for 1d4 rounds on a successful hit. Being petrified in this manner makes the target impervious to all damage, but the affected target cannot attack, flee or cast spells for the duration.

Wind Strike: On a successful hit, the target is knocked backwards by a gale force wind, with an 85% chance of causing Disorientation in the target. Those affected have their melee attacks reduced in half and have a 50% chance to fail casting a spell during the duration.

(Fire a strike of elemental force on an enemy, 1d4 rounds duration, usable 3 times per day).

Immolation

Once per day, the Channeler can immolate themselves in their primary element, granting a -30% bonus to their armor rating and a +25% to spell hit involving the element the Channeler uses, taking on the appearance of a humanoid formed from the element in question. This immolation will last for the remainder of combat and has ‘common sense' limitations, i.e., a flame immolation will set things on fire, earth immolation will make the Channeler heavier, wind immolation will cause things around the Channeler to blow around and water immolation will make things wet in the immediate vicinity of the Channeler. Once activated, the Immolation lasts 1d4+2 rounds. (Once per day: -30% to armor rating. +25% to spell hit involving elements the Channeler uses, lasts 1d4+2 rounds).