
Renegadeshepherd |
Title says it. never even seen this used once and didn't know it existed to very recently. I can make a build around guided hand itself but is the channel smite that comes before a detractor to keep u from taking guided hand or anything? Don't need a build so much as a description of how good or bad the two are and what are the most significant factors involved with its quality.

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I'm pretty happy with it on my negative channeling cleric. Channel Smite takes the place of Selective Channeling to make sure your party members aren't (always) getting angry as you wash them in the glory of Urgathoa.
Basically, is your Wisdom a giant spike from your typical attack stat with your deity's favored weapon? And is hitting consistently more important than hitting hard (because your damage will still key off STR (if anything)).

partyrico |
Guided hand is really nice, but its really the only reason to take channel smite. Channel smite is a swift action, that activates for one attack, against one enemy, is wasted on a miss, and doesn't deal extra on a critical. Furthermore, there's a will save for half. I think that channel smite is almost a waste of a feat, it can be sometimes used if the caster is channeling negative energy. However using a burst heal or damage is nicer, especially without the attack roll. I would say that it is usually not worth two feats for the boost to hit, but guided hand is really big bonus to hit for some builds.
Its a much better option for a character, such as a monk, that dips into cleric for a level, maybe goes the crusader archetype for the bonus feat, and that lets them qualify for channel smite and grants a domain or inquisition.

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It's sickeningly good in the right crunchy mix:
STR:14 INT:07 (human)
DEX:14 WIS+19 (all bumps)
CON:14 CHA:07 (who said monks were MAD?)
01 cler1 [Crusader/Shizuru: Repose(Souls:Touch the Spirit World)][WF:Katana], Channel Smite, Guided Hand
02 monk1 FEAT[m], (archtype either Hungry Ghost or Qinggong w/Ki Leech)
03 monk2 [evasion], Crusader's Flurry, FEAT[m]
...and you're flurrying with a katana, using WIS for attacks and AC, and getting Ki back every time you crit (which is going to happen a lot after Keen). With a headband, your WIS is 22 by 5th or thereabouts (also the level you'll be up to three attacks per round Flurrying with Ki, or four if the party is Hasted). Oh, and de facto Ghost Touch whenever you need it, because you eventually will.

TarkXT |

There are a few builds where it works well. I'm a fan of it on bad touch clerics using Conductive weapons since you want lots of wis anyway to apply debuffs reliably.
Nothing says screwed like a negative channeled (madness alternate) falchion blow that has bestow curse stored in it with touch of madness attached. If you happen to have cornugon smash on top of it you can toss in an intimidate as well.
It's definitely not for battle clerics and wasted on archery clerics. Other sorts that focus on spell casting just don't get enough use out of it to justify two feats on it.