| Level | Features | Emotion Channels |
|---|---|---|
| 1st: Aspirant | Channel Emotions, Skilled Wanderer, Specialised Defence | 2 |
| 2nd: Novice Channeler | Emotional Skills, Trained for Battle | 2 |
| 3rd: Sworn Channeler | Channeler’s Path | 3 |
| 4th: Channeler Blade | Feat | 3 |
| 5th: Channeler Adept | Adept Channeler, Multiattack | 3 |
| 6th: Channeler Errant | Expanded Channeler’s Path | 4 |
| 7th: Channeler Warden | Fortifying Emotion, Lightning Reflexes | 4 |
| 8th: Channeler Companion | Feat | 4 |
| 9th: Blade of Emotion | Edge of Emotion, Living Esteem | 4 |
| 10th: Knight Channeler | Expanded Channeler’s Path | 4 |
| 11th: Scarred Knight | Living Dead | 4 |
| 12th: Knight of Emotion | Feat | 5 |
| 13th: Knight of the Dream | Wall of Emotion, Stalwart Soul | 5 |
| 14th: Master Channeler | Expanded Channeler’s Path | 5 |
| 15th: Master of Emotion | Persistent Channelling | 5 |
| 16th: Champion of Emotion | Feat | 5 |
| 17th: Avatar of Emotion | Vent Emotion | 6 |
| 18th: Living Emotion | Warped Body | 6 |
| 19th: Virtue of Emotion | Feat | 6 |
| 20th: The Fool of Dreams | Dream Champion | Unlimited |
As a Battle Channeler, you gain the following Class Features.
Hit Dice: 1d12 per Battle Channeler Level
Hit Points at 1st Character Level: 12 + double your Endurance
Hit Points at Higher Levels: 1d12 (or 7) + double your Endurance per Battle Channeler Level
Armour: Light Armour, Medium Armour, Shields
Weapons: All Weapons
Tools: None
Skills: Choose four from Animal Handling, Athletics, Diplomacy, Driving, Empathy, Focus, Intimidation, Magical Lore, Nature, Perception, Stamina, and Survival
Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:
Any Marital Weapon
Any Martial Weapon or two Simple Weapons
15GP
Class Tags: Battle Channeler, Martial, Fighter
Mark of Fate: Fateful Channel. You find a reserve of focus to channel beyond your normal limits. When you spend this Mark of Fate while under the effects of the Channel Emotion action, you can increase the Duration of the action to 1 Hour. For this Duration, the action can only be ended early by become Unconscious or choosing to end it early. In addition, you automatically Quieten the Emotion for this Duration.
Inspired Action:
1st Lvl Battle Channeler Feature
You have learnt how to channel emotions to give you an edge in dire moments. First choose an Emotion from the Table below. You also gain the Class Tag Dream-Channeler or Nightmare-Channeler depending on the Emotion you chose referring to the same Table.
| Courage | Hope | Joy | Love | Peace |
| Dream | ||||
|---|---|---|---|---|
| Fear | Despair | Grief | Envy | Rage |
| Nightmare |
You gain the Channel Emotion action, this action is modified by your chosen Emotion’s Additional Channelling Benefit, see Appendix A: Emotions.
While channelling your chosen emotion, your mood and attitude are subsumed by the emotion, you display the emotion to an unhealthy level, roleplay this appropriately.
You may attempt to Quieten the Emotion while still channelling it, to utilise its power while also allowing you to behave normally, to do this you will need to make a Determination Test at Disadvantage. This Test also occurs without Disadvantage when your Flawed Concept is Invoked against you.
The TG equals your 8 + your SB + your chosen Emotion’s Assocuated Trait.
On a Failed Test, the Emotion gains complete control, discuss with your GG and the table how best to roleplay this.
You may use the Channel Emotion action a number of times as shown for your Battle Channeler Level in the “Emotion Channels” column of the Battle Channeler Table. You replenish all expended uses of this action upon completing a Short or Long Rest.
1st Lvl Battle Channeler Feature
You have gained experience during your time wandering the world based on your history. You can choose to either gain the Channeler of Spirits, Channeler of the Order, Experienced Dungeoneer, or Experienced Traveller Class Feature.
You have gained experience dealing with spirits from the Realms of Dreams and the Realms of Death. You gain the following benefits:
You Learn and Master the Faiths Skill.
You gain Spiritsight out to 12m.
You have Advantage Trait Tests to recall knowledge of spirits, and on Linguistics Skill Rolls to understand spirits who you do not share a Language with.
You have some experience serving as a member of an Order of Battle Channelers. You gain the following benefits:
Choose two Skills listed in the Core Aspects of this Class, you Learn both Skills. Then choose a Skill you have Learnt listed in the Core Aspects, you Master this Skill.
You gain Training with a Musical Instrument of your choice.
You gain a Fighting Style Feat.
In addition, you have a starting Reputation with the Organisation that is your Battle Channeler Order, speak with the GG to come up with the Organisation's details as well as what your starting Reputation will be, did you leave on good or bad terms for example.
It costs you 0AP to give commands to Hirelings from your Order in battle.
Your experiences have given you an uncanny sense of when things nearby they aren’t as should be, giving you an edge when you dodge away from danger. You gain the following benefits:
You Learn and Master the Technology Skill.
You gain Training with a Tool of your choice.
So long as you are not Incapacitated, you have Advantage on Agility Tests to resist or avoid harmful effects.
The GG may inform you a warning of your sense of danger triggering, warning you that a source of danger is nearby, it will not tell you what the danger is, its source, or nature, but can occur before any danger occurs.
You have learnt valuable skills for travelling along the road. You gain the following benefits:
You gain Training with a Tool of your choice.
You Learn any Language of your choice.
You can maintain a Marching Pace for twice the amount of time.
You also have the Skill Foci, Survival:Tracking, Survival: Navigation, and Survival:Foraging.
When you gain this Feature, choose between Sight, Sound, or Smell. You gain the chosen sense as a Skill Foci for the Emapthy, Investigation, Perception, and Survival Skills.
1st Lvl Battle Channeler Feature
You have during your training found ways to adapt your fighting style to better suit your preferred method of defence. You can choose to either gain the Armoured Defence Class Feature or the Unarmoured Defence Class Feature.
You have trained to allow you to benefit from the power of your emotions even when wearing Heavy Armour. You gain Training in Heavy Armour and can use your Emotion’s Associated Trait instead of Physique for satisfying the Heavy Armour Property.
You can gain the benefits of your Channel Emotion action even when wearing Heavy Armour. You do not however, gain the benefits of using a Shield whilst under the effects of the Channel Emotion action.
You have trained your body to resist blows against weapons, nearly as good as any armour. Whilst you are not wearing any Armour Pieces, your HT equals 10 + your Endurance + your Emotion’s Associated Trait. You can use a Shield and still gain this benefit.
2nd Lvl Battle Channeler Feature
Your emotions have honed your abilities. You can choose to either gain the Clear Recollections, Emotional Dexterity, Emotional Might, Emotional Speaker, or Keen Senses Class Feature.
Your emotions give you the clarity to recall knowledge. You can perform the Study action for 1AP.
Whilst under the effects of the Channel Emotion action, when you use the Study action, you may use your Trait's Associated Trait rather than the normal Trait for the action.
Your emotions grant you enhanced reflexes. You can perform the Disengage and Dodge actions for 1AP.
Whilst under the effects of the Channel Emotion action, when you make an Initiative Test or use the Use Skill (Skullduggery) and Use Skill (Stealth) actions, you may use your Trait's Associated Trait rather than the normal Trait for the action.
Your emotions grant you to power to overcome obstacles. The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.
Whilst under the effects of the Channel Emotion action, you may use your Emotion's Associated Trait instead of Physique for the Heavy Armour and Weapon Properties, you count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.
Your emotions come through your words. You can perform the Socialise action for 1AP.
Whilst under the effects of the Channel Emotion action, when you use the Socialise action, you may use your Trait's Associated Trait rather than the normal Trait for the action.
Your emotions give focus to your senses. You can perform the Seek action for 1AP.
Whilst under the effects of the Channel Emotion action, when you use the Seek action, you may use your Trait's Associated Trait rather than the normal Trait for the action.
2nd Lvl Battle Channeler Feature
You adopt a particular style of fighting as your specialty. Choose one of the following Fighting Style Feats: Fighting Style: Duellist, Fighting Style: Emotional Fighter, Fighting Style: Great Weapon Fighter, Fighting Style: Protector, Fighting Style: Reactive Fighter, Fighting Style: Thrown Weapon Fighter, Fighting Style: Two-Weapon Fighter, and Fighting Style: Unarmed Fighter.
Depending on the Feature you chose for the Specialised Defence Feature, you gain an additional Fighting Style Feat you can choose with the above selection:
You also can choose one melee Weapon Group; you gain Weapon Focus for all Weapons in that Weapon Group. You may immediately choose one Weapon from the group to be your current Active Weapon Focus.
3rd Lvl Battle Channeler Feature
You choose a Channeler’s Path gaining the benefits of that Path’s First Tier. These are specialised Paths each shaping how the channeler uses their emotions in battle.
You also know the direction to the Dream Domain in the Realms of Dreams; of any entity you share a Bond Concept with, as well as your own.
4th Lvl Battle Channeler Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
5th Lvl Battle Channeler Feature
You have begun to become adept at channelling your emotions which has led to some physical changes. When you take the Channel Emotion action you can immediately move up to half your Walking speed. The following alterations occur to your Channel Emotion action:
While channelling your Emotion, you can use your Emotion’s Associated Trait instead of Physique for your Attack and Damage Rolls.
You gain Resistance to your chosen Emotion’s Associated Damage Type.
You gain an additional benefit based on your chosen Emotion when under the effects of the Desperation condition, as listed in Appendix A: Emotions.
5th Lvl Battle Channeler Feature
You can attack twice, instead of once, whenever you take the Attack action.
6th Lvl Battle Channeler Feature
You can choose to either progress through a known Channeler’s Path, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Channeler’s Path.
You can also choose an additional Fighting Style Feat from the options presented in the Trained for Battle Feature.
7th Lvl Battle Channeler Feature
The emotions channelling through your body allows you to just endure. Whilst under the effects of the Channel Emotion action, if you make a Trait Test made to resist or avoid a harmful effect such that it would deal half damage on a successful Test, using either Endurance or your Emotion’s Associated Trait. You take half the damage on a failed Test, and no damage on a successful Test.
If you are not under the effects of the Channel Emotion action when the other above conditions are met, you may use a reaction (1RP), to perform the Channel Emotion action and gain this Feature’s benefits alongside that of the action, against the Triggering Test and its effect.
7th Lvl Battle Channeler Feature
The emotions channelling through your body have increased your reflexes. You have Advantage on Initiative Tests and your Walking speed increases by half SBm.
Additionally, if you are Surprised at the beginning of combat and aren’t Incapacitated, you can ignore the condition for this combat, but only if you take the Channel Emotion action before doing anything else on your first Turn.
8th Lvl Battle Channeler Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
9th Lvl Battle Channeler Feature
Your emotions lead to your strikes becoming more devastating in moments of intense emotion. If you have Advantage on an Attack Roll with a Weapon or Unarmed Strike, you can choose to ignore the Advantage on the Attack Roll. If you do so your Critical Hit Scope for that Attack Roll increases by 2.
Your Critical Hits are modified in the following ways:
When determining the extra damage for a Critical Hit with a melee attack, you can roll a number of additional d12 damage dice of your Emotion’s Associated Damage Type, equal to half your SB.
Once per Turn, when you score a Critical Hit, you can apply one Critical Hit effect you meet the Prerequisites for listed in your chosen Emotion’s description as listed in Appendix A: Emotions.
In addition, while under the effects of the Channel Emotion action, you can replace the Damage Type of your Unarmed Strikes, melee Weapon Attacks, and ranged Weapon Attacks with Weapons with the Thrown Weapon Property, with your Emotion’s Associated Damage Type.
9th Lvl Battle Channeler Feature
You can make a manifestation of your emotion to aid you in battle. You gain the Summon Esteem action.
You can use this action a number of times up to your Skill Bonus, replenishing all expended uses upon completing a Long Rest.
HT: 14 + SB
HP: 1 + Class Level
Speed: Your Speeds
Initiative: -
Hit Die: N/A
| Esteem Uses Your Traits and SB |
|---|
Immunities All Conditions
Senses All your Senses
Languages Understands any Language the Battle Channeler knows
Living Emotion. Esteem has access to all your Battle Channeler Features, and is always considered to be under the effects of your Channel Emotion action.
Esteem has 3AP and 1RP and has access to all the Basic Actions from the Actions in Combat Section of the Active Time Chapter in the Core Rules, and actions from your Battle Channeler Features.
10th Lvl Battle Channeler Feature
You can choose to either progress through a known Channeler’s Path, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Channeler’s Path.
You can also choose an additional option from the options presented in the Emotional Skills and Skilled Wanderer Features.
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
11th Lvl Battle Channeler Feature
Your emotions flood your form and can keep you fighting despite grievous wounds. If you drop to 0 HP whilst under the effects of the Channel Emotion action and don’t Die outright, you can make a TG 10 Endurance (Stamina) Test.
If you succeed, you instead set your HP equal to double your Battle Channeler Level. Each time you use this Feature after the first, the TG increases by 5. When you finish a Short or Long Rest, the TG resets to 10.
You also require two more Degrees of the Wounded condition than normal before Dying. These additional Degrees occur before the first normal Degree.
12th Lvl Battle Channeler Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
13th Lvl Battle Channeler Feature
You channel the energies of your emotions into a protective barrier. When Initiative Tests are called, you can perform the Channel Emotion action as a reaction (1RP). This can satisfy the use of the action to ignore the Surprised condition per the Lightning Reflexes Feature.
You gain the Summon Barrier action.
You can use this action a number of times up to your Skill Bonus, you replenish expended uses upon completing a Long Rest.
13th Lvl Battle Channeler Feature
You find you can muster the strength of your emotions a lot earlier than usual. You gain the benefits of your Adept Channeler Feature when under the Bloodied condition instead of when under the Desperation condition.
In addition, while under the effects of the Channel Emotion action, you can attack three times, instead of twice, whenever you take the Attack action.
14th Lvl Battle Channeler Feature
You can choose to either progress through a known Channeler’s Path, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Channeler’s Path.
You may choose an additional Fighting Style Feat or a Weapon Specialisation Feat to gain.
15th Lvl Battle Channeler Feature
You are so adept at channelling your emotions that little can break your channel. Your Channel Emotion action only ends early if you fall Unconscious or if you choose to end it.
In addition, while under the effect of the Channel Emotion action, if the TTV for a Trait Test, bar an Attack Roll, using your Emotion’s Associated Trait would be less than two times the Trait’s value, you can replace the TTV with double the value of that Trait. This does not prevent the automatic failure from rolling a Critical Failure.
16th Lvl Battle Channeler Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
17th Lvl Battle Channeler Feature
You channel your emotions into a beam of concentrated emotion. Once per Turn, when you score a Critical Hit with a melee Weapon Attack or Unarmed Strike, you can vent your emotions into the blow. Do not immediatley roll for damage, instead all entities in a 6m x 2m Line, Emanating from You, facing the direction of the opponent you attacked, must make an Agility Test except for the Target hit by the Critical Hit. The TG equals 8 + your Skill Bonus + your Emotion’s Trait.
On a failed Test, the entity takes damage as if hit by the above Critical Hit, though the Damage Type is replaced with that associated with your chosen Emotion.
If they failed the Test by 5 or more, or are the initial Target of the Critical Hit, they take the above damage but replace the rolled Unarmed Strike’s/Weapon’s damage die with their maximum possible value.
On a successful Test, they take half as much damage.
If you choose to apply a Critical Hit Effect from the Edge of Emotion Feature, it applies to the initial Target as well as all entities that failed the Trait Test.
18th Lvl Battle Channeler Feature
Your emotions begin to influence your physical form. Choose two between your Physique, Endurance, and your Emotion's Associated Trait if it is not one of the prior Traits. The chosen Traits each increase by 2 to a maximum of 8.
Your maximum for all of the above Traits’ scores is now 8, even if another Feature or ability would state otherwise unless the other result is of a higher value.
In addition, you may choose an additional Fighting Style Feat or a Weapon Specialisation Feat to gain.
19th Lvl Battle Channeler Feature
You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.
20th Lvl Battle Channeler Feature
You embody the power of your emotions. You gain the Dream-Touched Template and may choose one Template Feature from the Template to gain, and if you already have the Template, gain two more Template Features from the Dream-Touched Template.
You gain an additional effect whilst under the effects of the Channel Emotion action, based on whether you have the Dream-Channeler or Nightmare-Channeler Tag, as detailed in the entry of the Emotion chosen as part of your Channel Emotions Feature in Appendix A: Emotions.
In addition, you can choose one Skill you have Mastered to become Legendary in, for Trait Tests made using that Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in one Skill at a time.
You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.