FIENDISH CHANNELER fiends challenge the natural order of things and the rationality of our knowledge. They are rebels, outcasts form creation, barbarians and damned and madmen. They are really mad. Fiends are not actually a race or a people, they are something more like a concept. You try to embody this concept. Probably you are not even conscious of this. you start with a studded leather jacket (as leather), ten feet of chain and an impratical medium weapon, worthless for everyone except you: 1-spiked chain 2-two headed flail 3-scythe 4-spiked gauntlets 5-bladed nunchucks 6-giant serrated scissors you gain +1 to saves against fear and explosions for every fiend channeler template you have. You are immune to positive morale effects. Spells: you gain two spells for template. You can gain other spells feasting on the heart of fiendish creatures (the referee pick an appropriate spell or rolls for one) also, you gain a condition for template. For every condition you meet you gain a FD (fiend dice), which must be immediately used. If you have more than one FD you can use them on different spells. For every 6 you roll you generate a mishap. Spell List: 1-Spit Snake. summon a snake of [dice] HD. It obeys one command. then its free. poison deals [dice] damage each round. 2-Create Fire. Either area of [sum] square feets is on fire or [dice] enemies catch fire. 3-Spiders Everywhere. can also be used for flies or cockroaches. The bugs lasts [dice]x2 rounds and deal d4 damage to vulnerable targets. 4-Animate Chains. They have 5+[sum] strenght, last [dice] rounds. 5-Conjure Chains. spit [sum] feet of chains violently enough to deal d10 damage within the same distance. 6-Fiend Form. roll [sum] mutations, you choose any number of them. Lasts until you calm down. 7-Vomit Molten Metal: create a pool of metal that deals [sum] damage, save for half. Close range. 8-Shatter. deals [sum] damage to hard objects 9-Melt Stone. melt [sum] square feets of stone, nearby creaures save or are dealt [sum] damage until i cools off 10-Wall of Spikes. hard spikes grow from surfaces and form a rough wall. It has [sum] hp. Can be passed but deals [dice]d4 damage, save for half. 11-Terror. [dice] Targets immediately do a morale check, or one does a morale check with a penality of [dice] 12-Animate Dead: create [dice] zombies from corpses. They have 1d4 hp each. Every round of combat, or every ten minutes, one of them must die. (if killed by something it counts too). Consider larger corpses as more zombies in ome body. Mishaps. You suffer one every time you roll a 6. 1: gain a mutation for d6 rounds. Save or it is permanent. 2: spray blood everywhere and drop to 0 hp. 3: beack a random limb. 4: iron quills explode from your body. 1D6 damage to everyone, you are stunned. 5: you fly into a rage. Can't stop fighting until everyone is dead or you are restrained. 6: explode. 2D6 damage to everyone, 4d6 damage to you.