Pseudo-Changelings: A few template ideas

Today, it’s something different yet again. Specifically, it’s templates.

To get even more specific, it’s Changelings… Well, more or less. You see, in the setting I’m working on (which is pony-related), has a group of extraplanar creatures that come to the world with the sole intention to multiply and assimilate. As they cannot truly enter the world without a host, they lure those unfortunate with promises of love and happiness, which, given their bizzare brand of powers, ability to alter memories and need for a loyal host, seems more credible than it should.

Of course, if you make yourself a servant, you should make sure that they have complimentary powers. Thus, they created these Changeling-ripoffs:

Pseudo-Changeling: Necromind

  • No Con Score 12 CP (Specialized and Corrupted: Your maximum regular hit points cannot exceed bonus hp+HD, their hit-dice health-rolls always come up as a “1” and they still require Love and Sustenance; You do not gain the penalities normally associated with the lack of a constitution score)

This is the best ability and greatest drawback they have: Normally, creatures without a constitution score cannot be raised or resurrected, are destroyed at 0 hit points and cannot be the target of a few useful spells. This Pseudo-Changeling can… At a price. Normally, a creature without constitution will buy either Finesse for a different bonus-hp attribute or go for really large hit dice. The Pseudo-Changeling can do neither of that and will always have fairly low hit points (with a medium-sized Pseudo-Changeling having a maximum of 40 hp at 20 hit dice… ouch). In addition to that, it still needs to feed… Which means it has to go out and endanger itself unless it’s fed.

  • Channelling: 4 Uses (Negative Energy) (Corrupted for increased effect: Displays unnaturally alien psionic power when used) 9 CP

Long story short: If a Pseudo-Changeling uses it’s Channeling, then it just outed itself as something unnatural, which makes it pretty suspicious. On a more positive note, it’s Channeling doesn’t eat through it’s Love reserves, even if it can use it’s Channeling only a few times per day.

  • Conversion (towards Dark Lore: Excellent Lore, Legend Lore, Ancient Knowledge, Wieldskill) 15 CP (Specialized and Corrupted for increased effect: Requires 4 additional Love Points and needs to be above 80% Love Capacity; Needs one Mana to activate)

Pseudo-Changelings work a little bit different from normal Changelings in that regard: Normal Changelings use their Love to power their abilities too, but don’t require any other resource. These require both for some abilities, but are not always 100% reliant on it for all their abilities, even if they are reliant on it for their survival. While this isn’t seen too often in the template itself, it does mean that a Pseudo-Changeling can still be a normal caster/manifester outside of it.

It’s Conversion-ability represents it’s capability to tap into the minds of the long dead… Which is what lead to it’s name.

  • Mana 24 CP (Specialized for increased effect: Cannot be used outside of the template abilities; Corrupted: Whenever Rite of Chi fills Mana-resources, it will first fill up this reserve; Always grants the average result instead of rolling normally)
  • Inherent Spell (Sustenance) 6 CP (Corrupted: This 24-hour lasting instaneous power renews itself 1/day instead of being cast; Can only be used 1/day)

It can only be used once, but in return, it doesn’t require an action. This costs no Love in it’s description, but see below in the template-corruption.

  • Hysteria (Intelligence | mental)/Great/Mighty 18 CP (Corrupted for increased effect: Displays unnaturally alien psionic power when used)

This is the template-ability that doesn’t require Love points to be used. Of course, in return it shows the signs of the alien powers that created the Pseudo-Changeling to begin with.

  • Energy Infusion (Lawful) 6 CP

A requirement for the ability to tap into the minds of the long dead really. After all, if you do not have an inherently ordered mind, how can you manage not to loose yourself in the memories of those long gone? It does have the nice side-effect of making the Pseudo-Changeling more loyal to the alien forces too…

  • Hysteria (AC | physical)/Mighty (Specialized for increased effect: Requires 4 additional Love Points and needs to be above 80% Love Capacity) 12 CP
  • Finesse: Advanced (Intelligence for Constitution) 12 CP (Specialized for increased effect: Applies to Love Holdings only)

Without this ability, a Necromind couldn’t exist. It uses it’s mind which extends endlessly into the depths of the afterlife to store it’s Love. Sadly, it cannot control more than it’s force of personality permits, making the limit (2x Int x Cha).

  • Expertise (Cha -> Int)/Improved (Specialized: For Spell-related Effects only; Corrupted: Costs 2 Love Points to use and must be above 40% Love Capacity) 12 CP

For this one, it is important to note that it does NOT increase the Love Holdings, meaning that in addition to the lost points lost from swapping it around, you also loose any excess points that do not fit into the new, lower limit.

Keep in mind that “Spell-Related effects” means it affects the Conversions. As such, a Necromind can make impressive Knowledge-checks, improved with Ancient Knowledge… Despite having normally no idea about the subject.

  • Inherent Spell/Bestow Curse (Corrupted for increased effect: Target must be experiencing the emotion of Love or Friendship and the effect fades during the next few hours whether removed or not) 6 CP (Uses 2 Mana instead of a Use per day)

The Corruption doesn’t increase the Love gained at all, but is merely there to make the ability useable as a restriction. Of course, most Pseudo-Changelings are rather… attached to their alien benefactors and thus resort to a weird form of autocannibalism, taking temporary penalities in exchange for Love Points. It also uses the rule found on page 36 of Eclipse: The Codex Persona, substituting per day uses for 2 Mana per use. Needless to say, a lot of the Necrominds abuse that to it’s fullest, often rendering themselves barely above animal intelligence and physically frail for their survival.

  • Traceless: Saving Throws (Specialized for Increased Effect: only applies to their Curse Bestowing and Shapeshift) 6 CP
  • Attribute Shift: Wisdom to Charisma 6 CP (Specialized for increased effect: For Expertise only)
  • Attribute Shift: Strenght to Charisma 6 CP (Specialized for increased effect: For Expertise only)
  • Attribute Shift: Dexterity to Charisma 6 CP (Specialized for increased effect: For Expertise only)

This is rather intense: The Necrominds have weaker bodies and a weaker (if more ordered) mind than usual… That is, unless they shift their powers around to increase their abilities to tap into dead minds.

  • Opportunist (Use Bestow Curse on self to sustain self if at 0 Love) (Corrupted for reduced cost: Only works the moment the template has been acquired) 4 CP

Because a Pseudo-Changeling wouldn’t survive it’s creation without it.

  • Rite of Chi (Specialized for increased effect: Mana option only; Corrupted: This automatically refills at the same time the template is assumed and every 24 hours afterwards) 6 CP

The same reason really: If this wouldn’t be the case, the Necromind would pretty much die immediately.

  • Shapeshift (Specialized, only as a prerequisite), Variants (Specialized, only to alter their personal appearance. While physically-based, this is essentially equivalent to Disguise Self and does not affect clothing or gear – although it does provide a +10 bonus to Disguise (or Deception or whatever the appropriate skill is in the system in use) checks) 9 CP
  • Amorphous (Corrupted: Can still be flanked; augments Shapeshift so you can change your general body type) 6 CP

This allows those that have natural weapons, wings or similar things to hide them until they are used. This normally doesn’t come up with a Necromind… Unless it is insane enough to tap into the minds of dragons, illithid and beholders to acquire a part of their powers with Excellent Lore and negative energy.

Normally, we would be in rather high-ECL territory with this template. As luck would have it, it’s corrupted:

They are reliant on draining love to power some of their abilities and survive. For a mechanic, each time they “feed” by successfully cursing someone, they gain 3d “love points”. If the qualifying emotion was true romantic love use d12’s, for true friendship or familial love use d8’s, for crushes and abstract love (groups, comic books, whatever) use d6’s, and for casual affection or lust use d4’s. They can store up to (Cha x Con) or in this case (Cha*Int*2) Love Points. In general, staying alive costs two points a day – one for their innate Sustenance effect, one for simply functioning. If they’re trying to heal up, it’ll cost another one. Changing forms costs one, as does holding a form for a few hours (three for a day).

If I calculated correctly, this should bring the templates cost down to 124 CP… Which makes it a +3 ECL template.

Pseudo-Changeling: Child Soldier

  • Quadruped / “Accursed” (-3 CP): Pseudo-Changelings, like normal Changelings, only move at half ground speed when they can’t use all four legs. They can use one hoof as if they were hooking a forearm around something, one forehoof and their mouth as if they were a hand, and may use both forehooves and their mouth as if they were a hand-and-a-half (-4 penalty on anything which requires two hands). As some slight compensation, this does provide the usual quadruped bonuses (+10 ground movement and increased carrying capacity, along with a +4 against Bull Rush). Fortunately, rings, boots, and so on adapt to fit anyone – so there are no changes in their behavior for changelings even if they can wear magical horseshoes in their “boots” slot.
  • Inept: Intelligence (-2 to all Int based skills) (-3 CP)
  • Inept: Wisdom (-2 to all Wis based skills) (-4 CP)

Unlike the others, a Child Soldier is still a bit clumsy with it’s warped body, not to mention that it’s transformation doesn’t come for free: It’s mind takes some serious hits.

  • Innate Enchantment: All of these abilities are Spell Level One, Caster Level One, Unlimited-Use Use-Activated Personal-only (x 1400 GP). 6 CP
    • Sustenance: Reduces the need to eat, sleep, drink, and breathe to one-quarter normal. As long as a changeling has enough love, it needs very little other sustenance. (1400 GP)
    • +2 to Strenght (enhancement) (1400 GP)
    • +2 to Constitution (enhancement) (1400 GP)

Child Soldiers are, well… Just kids capable of fighting. As such, they don’t have a normal Changeling’s versatility. They just hit things very hard.

  • Occult Sense: Darkvision (2 CP) (Specialized and Corrupted for reduced cost: 30 feet only and only helps underground)

They are supposed to defend the hive and themselves. As such, they only require short sight (given the lack of space in the tunnels) and need only be capable of using it in the underground hive.

  • Immunity/stacking limitations when combining innate enchantment effects with external effects (common/minor/trivial; only covers level 0 or 1 effects) (2 CP)
  • Immunity/the normal XP cost of racial innate enchantments (uncommon/minor/trivial) (1 CP).
  • Winged Flight: One level of Celerity with the Additional modifier (Flight, 30′ base, perfect maneuverability), Specialized for reduced cost: will not function properly if the user’s wings are entangled, damaged, or otherwise restrained (although, weirdly enough, as long as the user’s wings are free to move, it doesn’t matter if they are actually moving), is subject to dispelling, antimagic, and similar effects, and makes the user magically conspicuous (9 CP)

They fly because they know when to flee. While Child Soldier sounds bad, it mostly means that they need to be able to defend themselves if the hive is under attack… Or run, in which case being groundbound would hurt pretty badly.

  • Changelings (or at least the ones on active military operations) appear to have fangs, horns, and exoskeletons. They probably share at least a part of other ponies resistance to weather, and they can manifest clothing (and presumably basic tools) as needed. That’s Immunity/having to actually have basic tools, simple melee weapons, mundane light or medium armor, and clothing to gain it’s benefits and/or relevant appearance. (Very Common, Minor, Minor, 8 CP).
  •  Inherent Spell/Bestow Curse, with +4 Bonus Uses, Specialized and Corrupted: target must be experiencing the emotion of Love or Friendship and the effect fades over the next few days whether removed or not (4 CP).
  • Reflex Training (Standard action) 3 CP (Specialized: 1/day only)
  • Channeling 1/day (Positive Energy) 3 CP
  • Conversion (Heal) 4 CP (Specialized for increased effect: This costs 4 Love Points and requires the user to be above 80% Love Holdings; Corrupted for reduced cost: Self-only)

This is mostly used to heal up shortly before death, at the end of combat before they fall unconscious or to avoid death-by-contitution-loss as soon as Berserker ends.

  • Berserker/Odinpower/Odinmight/Enduring (15 CP) (Specialized for increased effect: This costs 4 Love Points and requires the user to be above 80% Love Holdings) with 4 Bonus Uses (Corrupted for reduced cost: Only to extend the use) 4 CP  This grants +20 Strenght, +20 Constituation and -4 to Intelligence.

This makes them fierce fighters for five minutes. Good to defend yourself from nasty housewives attacking you with brooms or the occasional low-level adventurer trying to clear out the vermin of a tavern for quick coin… Or in case you still have a hive, makes you good militia in case of an emergency.

  • Stoic/Improved/Ferocity/Juggernaut (16 CP) (Corrupted for increased effect (Improved) or reduced cost (the rest): Displays unnaturally alien psionic power when used)

They stay alive until they hit -45 hit points, animated by unknown forces. Giving a bit of a zombie-vibe, really.

  • 4d0 Bonus Hit Dice (11 CP) (Corrupted for reduced cost: A Child Soldier becomes sickened whenever it is below 50% of it’s maximum hit points due to the childs inability to handle the infused energies correctly)
  • Legionaire (6 CP) (Specialized and Corrupted for Increased effect: Only works with Pseudo-Changelings, only works with other Child Soldiers)

They are trained to work together, and it shows.

  • Proficient with all Simple Weapons, Light and Medium Armor, Corrupted/only applies to items “gained” via this immunity, not to potentially superior or enchanted real items (8 CP). Note that they can’t lend stuff to other people or leave it behind; it’s a manifestation of themselves, not actual items.

This would normally be 91 CP. A +2 ECL template. Fortunately, it’s corrupted:

They are reliant on draining love to power some of their abilities and survive. For a mechanic, each time they “feed” by successfully cursing someone, they gain 3d “love points”. If the qualifying emotion was true romantic love use d12’s, for true friendship or familial love use d8’s, for crushes and abstract love (groups, comic books, whatever) use d6’s, and for casual affection or lust use d4’s. They can store up to (Cha x Con) Love Points. In general, staying alive costs two points a day – one for their innate Sustenance effect, one for simply functioning. If they’re trying to heal up, it’ll cost another one. Whenever they want to change their basic tools and weapons gained by the appropriate immunity it costs one, as does using it for a few hours (three for a day).

And since it is Corrupted, we have a +1 ECL (61 CP) template and a potent fighter for a few minutes per day. Of course, this isn’t the best +1 ECL template around. As a matter of fact, the alien forces have a tendency to only change people of level 0 or level -1 into this type of Pseudo-Changeling. That’s why their name is “Child Soldier”, after all.

The next one is one I wanted to make anyway. A true Channeler… or as close as I could make one.

Pseudo-Changeling: Divine Channeler

  • Shapeshift (Specialized, only as a prerequisite, 3 CP), Variants (Specialized, only to alter their personal appearance. While physically-based, this is essentially equivalent to Disguise Self and does not affect clothing or gear – although it does provide a +10 bonus to Disguise (or Deception or whatever the appropriate skill is in the system in use) checks, 3 CP)
  • Inherent Spell/Bestow Curse, with +4 Bonus Uses, Specialized and Corrupted: target must be experiencing the emotion of Love or Friendship and the effect fades over the next few days whether removed or not (4 CP)
  • Traceless Changeling Magic, Specialized for Increased Effect (hides that the victims are making saving throws) / only applies to their Curse Bestowing and Shapeshifting (6 CP)

This is the typical Changeling-stuff up front.

  • Metamagical Theorem (Amplify) 3 CP (Specialized: Only provides basis to have enhanced conversions)
  • 2d6 Mana 6 CP (Specialized for half cost: Only to power their Channeling)
  • 3d6 Power 6 CP
  • Rite of Chi 4 CP (Specialized for increased effect: Mana Option only; Corrupted for reduced cost: Displays unnatural alien psionic power upon use)
  • Reflex Training (Standard action) 3 CP (Specialized for reduced cost: Only 1/day)
  • Privilege (Major) 6 CP (They have a higher position in Pseudo-Changeling society)

Those are the basics necessary to make the Channeler work.

  • Channeling 3 CP (Positive Energy) 2 Mana per use
  • Dualism 6 CP
  • Channeling 3 CP (Negative Energy) 2 Mana per use

Yes, we’ll be using the Mana for Uses option. There is a reason for that you’ll see later.

  • Negative Energy Intensity +8 18 CP
  • Negative Energy Magnitude +6d6 18 CP
  • Divine Command 6 CP (Specialized for increased effect: Costs 4 Love Points and needs to be above 80% Love Holdings)
  • Damaging 6 CP (Specialized for increased effect: Costs 4 Love Points and needs to be above 80% Love Holdings)
  • Great Channeling 6 CP
  • Sacred Hand 6 CP
  • Censure 6 CP (Magical Beasts/Fey/Whatever)

These are all the basic modifiers we have: Everything nice and full-on negative energy channeling. Censure works for whatever Ponies, Changelings and other sapient things are considered in Equestria.

  • Positive Energy Intensity +8 18 CP (Specialized and Corrupted: Only for basic uses; Only for Bolstering)
  • Positive Energy Magnitude +6d6 18 CP (Specialized and Corrupted: Only for basic uses; Only for Bolstering)

Yes, this is a Bolstering build… well, more or less. More to that a bit later.

  • Action Hero: Heroism 6 CP (Specialized for double effect: For Intensity checks only)
  • Action Hero: Stunt 6 CP (Specialized and Corrupted for increased effect: Channeling-Paths only; Energy-unspecific paths only)

This build uses a lot of Action Hero: Stunt to augment it’s number of options… Even though it can only assume Channeling Paths, and even then cannot assume the first three paths.

  • Enthusiast/Double 6 CP (Specialized and Corrupted for increased effect: Channeling only; Channeling/Heightened only)

This is weird: Why spent 6 CP on Enthusiast when you could just spent 6 CP for the ability to begin with?

Well, the reason for this is that the Channeler can either use the normal heightened channeling… OR specialized it into basic uses only and corrupt it to only apply to positive energy channeling, which would pump it’s bolstering even more.

It also makes it a great assassin, if only because it could increase it’s Intensity for Smites or other abilities…

  • Immunity: Price variations across worlds (Uncommon, Minor, Great, 6 CP)
  • Immunity/stacking limitations when combining innate enchantment effects with external effects (common/minor/trivial; only covers level 0 or 1 effects) (2 CP)
  • Immunity/the normal XP cost of racial innate enchantments (uncommon/minor/trivial) (1 CP)
  • Innate Enchantment 17 CP (16000 GP)
    • Heart of Light: +6 Intensity (5000 GP)
    • Heart of Light: +6d6 Intensity (5000 GP)
    • +2 to Strenght (enhancement) (1400 GP)
    • +2 to Constitution (enhancement) (1400 GP)
    • +2 to Charisma (enhancement) (1400 GP)
    • Sustenance: Reduces the need to eat, sleep, drink, and breathe to one-quarter normal. As long as a changeling has enough love, it needs very little other sustenance. (1400 GP)

This is Glowstone… A necessity for the Channeler, as this allows the Channeler to be at least somewhat competent with positive energy outside of bolstering… Or let’s him boost his bolstering further.

  • Dark Awakening 6 CP (Specialized and Corrupted: Cannot actually animate undead, cannot use Dark Awakening to turn into an Undead; Instead it can use Dark Awakening to animate corpses into other Divine Channelers or Child Soldiers. If the soul of the corpse is willing, it can return to the living that way in a new body. If not, the ritual offers an outsider the chance to take over the body, even if doing so traps it inside. Finally, if even that fails, the Divine Channeler can create a new soul to infuse into the corpse, but doing so extends the ritual for a single corpse to 1d6 weeks)
  • Shadow Casting 2 CP (Specialized and Corrupted for reduced cost: Requires you to expend 3 Power Points everytime it is used; costs 4 Love Points and requires user to be above 80% Love Holdings)
  • Call Inner Demons 6 CP
  • Touch of the Reaper 2 CP (Specialized and Corrupted for reduced cost: Can only be used 1/minute; costs 4 Love Points and requires user to be above 80% Love Holdings)
  • Touch of Annihilation 6 CP
  • The Living Darkness 6 CP

This is the Hatred’s Weal path… It’s the one all Channelers have to make up for their lack of Strenght. What lack of Strenght? Well…

  • Expertise: Strenght to Charisma 12 CP (Specialized for double effect: For Channeling purposes only)
  • +8 to Concentration 8 CP

The Expertise uses the Channelers Strenght to increase it’s Charisma, drawing energies through the body. This puts a strain on the Divine Channeler, physically weakening it at the same time. According to the alien energies, it has something to do with a Chakra-Network or stuff like that… But oh well. They wouldn’t be too alien if we understood all their powers, right?

On the other hand, we have a concentration bonus. Why? For the same reason, apparently: The alien powers pump energy into the Channelers head to ease concentration and fade out distracting thoughts. Of course, we wouldn’t know what thoughts the aliens are actually supressing…

  • Conversion 18 CP (Specialized and Corrupted for increased effect: Requires User to expand psionic focus to use and the User has to be above 80% Love Holdings; Displays unnaturally alien psionic power upon use) (Dark Empowerment: The Triune Self, Double Effect Unfettered Heroism, Augmented Mana Vortex, Augmented Wings of Magic (Hand of Darkness version))

…And here we have the basis of the entire template.

Double Effect Unfettered Heroism is a spell from the Races of Eberron book, a staple spell of all Eclipse Characters that can afford it and the spell that makes Action Hero: Stunt powerful enough to pose an actual problem if left unspecialized: For 1 round/level, this spell provides 2 Action Points. Similar to Mana Vortex, this disappears if not used, but the Divine Channeler can use these two points to either power up it’s abilities or give itself more consistent Channeling.

Augmented Mana Vortex is similar: It lasts 1 round/level too, but istead grants 6 Mana per round. This Mana is what fuels the Channeling attempts, giving the Divine Channeler the ability to go 24/7 as long as he can gain his psionic focus in time.

The Triune Self has multiple purposes: It allows the Divine Channeler to fight via The Living Darkness, bolster it’s allies and use whatever channeling ability it wants to use for the round. It is amazing for a channeler that is already action starved… Which is a given thanks to the fact that channelig takes a standard action.

Augmented Wings of Magic grants us 36 CP for 1d6 hours to spent in negative energy channeling… And look how many CP most paths cost to take! This allows us to get more channeling powers, which, given that we want to make a pure channeler with this template, is always great.

We can now conclude that we gain access to paths readily enough: 36 CP for negative energy paths and path-variants and 18 CP per AP for the paths which do not require a set energy-type to access. This, of course, also means that we will bolster ourselfs for Glorious Touch access… which makes sense, given that it is the single most expensive path due to Might alone.

This comes up to… 270 CP… Wow. Fortunately, it’s not only Corrupted, but specialized too:

  1. They are reliant on draining love to power some of their abilities and survive. For a mechanic, each time they “feed” by successfully cursing someone, they gain 3d “love points”. If the qualifying emotion was true romantic love use d12’s, for true friendship or familial love use d8’s, for crushes and abstract love (groups, comic books, whatever) use d6’s, and for casual affection or lust use d4’s. They can store up to (Cha x Con) Love Points. In general, staying alive costs two points a day – one for their innate Sustenance effect, one for simply functioning. If they’re trying to heal up, it’ll cost another one. Whenever they want to shapeshift it costs one, as does maintaining a shape for a few hours (three for a day).
  2. Divine Channelers have an undead appearance unless disguised (empty eyes, gaping holes far bigger than a normal changelings, cracked chitin which is multiple shades lighter…) and their voices are unsetteling and have a slight echo, which is one of the reasons they don’t talk while disguised unless they have the bluff to convince others it’s normal. In addition magical or psionic items don’t work normally for them, by which I mean they can only use magical items if they are the result of them channeling their powers. A normal +1 weapon becomes a nonmagical weapon in a Divine Channelers hooves, while a weapon it personally empowered stays empowered, for example. What’s more, their movement is halved if their fronthooves are occupied, similar to a Child Soldiers. Finally, their position as conduit for the alien powers and ability to cause the Pseudo-Changeling-Transformation causes most other Pseudo-Changelings to assume that they’ll fix their problems as the power’s representative, sometimes has them sent on missions and often causes the Divine Channelers to consider themselves superior to their brood, which can cause problems in itself.

This leaves the final price at a +2 ECL template (90 CP)… Which is fair, given that it essentially grants the pure power of the Channeling-Paths to the player. If a Divine Channeler were to advance, it would probably increase it’s channeling abilities by actually buying abilities it enjoyed or go the way of the Number Lords (which it was somewhat inspired by) and obtain massive amounts of Hexcrafting.

On bolstering:

A Divine Channeler can bolster it’s Child Soldiers up to high heaven. A Child Soldier is generally level 0 (as in, level-1 + the Child Soldier template = 0) and a Divine Channeler, assuming it’s using a unspecialized heightened channeling, has 24 Intensity for bolstering +6 Intensity from the Heart of Light +0 Intensity (likely) from the d20 roll +2 Regular Magnitude dice +18 Magnitude dice for bolstering and another +6 Magnitude dice from the Heart of Light. That’s an Intensity of 56. We are talking about 28 positive levels here!

If you think that’s insane, look what happens if we decide to use the heightened channeling specialized and corrupted for bolstering. That’s still 24 Intensity for bolstering and +6 from the Heart of Light, but the Magnitude dice explode. We now add +6 from the regular dice, +18 from the Heart of Light, and, here it comes people, +54(!) from the dice for bolstering. That is an astounding 108 Intensity, or 54 positive levels. That’s 324 CP, +54 AC, +54 BAB and +54 to all saving throws. Keep in mind that, while that on it’s own doesn’t appear to be too impressive, the abilities the bonus CP will buy are specialized and corrupted for the given situation. That turns it up to effectively 972 CP!

And that’s not all. The Divine Channeler is supposed to do other things too! If we now were to specialize and corrupt the Channeling attempt itself and would throw in an appropriately specialized and corrupted mighty hysteria, we’d be looking at effectively +5832 CP, +324 AC, +324 BAB and +324 to all saving throws. That is, of course, assuming said creature is a level 0 character and thus has no bonus to it’s Intensity from that.

Heck, you can change the loadout every 10 rounds too (and if you are willing to spent a bit more mana, you can actually double the Heightening output for more)!

But that is all theoretical. The Divine Channeler is already a very effective Channeler, almost overly so in fact, so turning it up to these extreme levels will probably earn you an ECL penality in the +50s. Stuff like this would maybe fly in the Federation Campaign, given that it already has high-efficient characters, but it is more likely that such a Channeler would end up like the Atrocity Build:

Written with a note not to play it and faced with a “no”.

Why do I still give the Divine Channeler an Enthusiast instead of the fixed, regular Heightened Channeling if I already believe it’s bolstering to be incredibly powerful?

…Because they make awesome part-time assassins if you use it for negative energy Divine Wrath via Action Hero, assuming they use their Conversion to obtain the Hand of Darkness-line.

Hey, someone HAS to kill those Alicorns, right?

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