PFS Cleric -Feats / Spell advice


Advice


I had this question posted in the rules section as it was coupled with a more "rules" oriented question but thought I would post this part over in the appropriate forum.

What are feats that will improve the channeling ability? He already has Selective Channeling and Extra Channel and will pick up the one to increase the DC to harm undead. Is there another feat to increase this DC?

How about feats that improve an Animal Companion?

Finally, any feats which increase the power/duration of "buff" spells?

Thanks!

Grand Lodge

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Typically channel feats and specializing in it is more suited for a Life Oracle. Channel is a sub-par ability that just helps the Arm of the group patch up multiple people between fights without burning all their spells.

Usually when used as a reactive heal it never matches up to the damage coming in. I've gained this knowledge through both experience and many years of playing the game with other players who come to the exact same conclusion.

But if you must learn the hard way here is what I know:

Extra channel is a wasted feat....your better off with the Transmuter Trait and Targeting Eagle's splendor for the Extended. You still get +2 channels a day but also get a charisma boost to help in social situations of Diplomacy. Transmuter also nets you a +1 CL to all transmutation spells. Clerics have plenty of transmutation spells. Magic Vestment, Greater magic Weapon, Righteous Might just to name a few.

Selective channel is typically must have if your using your channels reactivate while in combat. No one likes you healing the enemies. Tho I suggest not wasting a feat and doing it outside combat.

Quick channel is a way to get channeling down to a standard action. But I really don't like wasting 2 channels for the effect of 1. After your first round buff you can easily dedicate yourself to the standard action Channel in PFS. But since most PFS sessions have average 5 combats your probably not going to be dry on resources like a normal game.

Turn undead is Freaking useless.....when it works you would have been better off channeling to harm and just burn it down...Most the time it doesn't work as most good undead enemies have some sort of channel resistance. Can work on the big groups...but usually they are all weak and die to a channel or 2. You really need a decent CHa and the Improved Channel feat.

Command undead is useless if you don't have the Cha and the Improved Channel/Undead master feat to back it up.

In PFS you will never see Protective Channel but it is a way to get a extra buff out when your team is playing the rocket tag game.

Fateful channel is a channel feat that allows your group to get on steroids but requires: Channel positive energy 3d6, worshiper of a deity of death or graves. so it limits your deity and domain selection.

Channel Force and Improved Channel force- Aasimar Only feats that really are not that great. The push provided does not provoke AoO so it starts off as a 5 foot push. Blah.

Clarifying Channel is a 1/day. Its a great effect to help your fighters worst saves. But the 1/day limit can be a terrible thing if your not playing PFS.

Now you can opt to Variant Channel. When I play a cleric I play Evangelist Archetype which gets reduced by 3 levels. SO I tend to just grab an extra effect and forgo channeling almost completely.

Rulership to Harm is a Daze effect in 30ft. It is considered one of the more powerful OFFENESIVE Variant Channel.

The last thing That really ticks me off about Channeling is the Phylactery of _______ Energy is a headband slot. SO you have a choice bigger channels verse a higher wisdom. I feel it should have been a head slot item and not head band. But I'll take my + to wisdom and just forget the item exists unless I'm in a homegroup and want to make a custom item.


Lotsa good info in there, thanks. I will start looking for the information regarding the "Rulership to Harm" in variant channels. Wish me luck on finding them!

Silver Crusade

Krell44 wrote:
How about feats that improve an Animal Companion?

You probably want <Boon Companion> from the <Animal Archive>.


Found the Rulership to Heal/Harm...very interesting.


Krell44 wrote:
Found the Rulership to Heal/Harm...very interesting.

As do many of us on the forums. Makes me wonder what the devs were smoking that day. Just kidding. When considering rulership there are some things are normally useless that are more worthy.

Channel ray as has +2 to DC but requires a ranged touch attack and can only attack one target at increasing range. This potentially useful because rulership is different from other harms in that the dice amount is nearly inconsequential. The point o rulership is locki g down the enemy for others to clean up.

Phylacteries when considering rulership are a waste. Get a headband of +charisma for this build because it increases your DC even more and increases the number of channels. Headbands of wisdom are great but for PFS its not needed as much because you don need to go to level 20 and get 20 wisdom; 16 is all you ever need u less you got specialized builds.


Channel foci can be pretty cool.

I like the Authoritative Vestments. All you need to do is walk in a room and everybody loves you.

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