
Kor - Orc Scrollkeeper |

I would like to suggest the following tweaks to channel energy:
Touch Effect Option - Instead of releasing as a burst effect, the channeler may instead choose to touch a subject to release a maximized effect. (i.e. a 1st level cleric could deliver 6 hp damage or 6 hp healed to the recipient). Additional, the DC of the save would be changed to 10 + cleric level + CHA mod. (Instead of 1/2 cleric level). There is a certain risk for the cleric to close into combat with his foe, so this may make the reward worth the risk.)
Positive/Negative Energy Resistance as DR - Any modifiers that provide positive/negative energy resistance act as DR against channeled energy. (i.e. the Unhallowed sacred bonus of +4 would be deemed a DR of 4 against a channeled positive energy attack.)

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I would like to suggest the following tweaks to channel energy:
Touch Effect Option - Instead of releasing as a burst effect, the channeler may instead choose to touch a subject to release a maximized effect. (i.e. a 1st level cleric could deliver 6 hp damage or 6 hp healed to the recipient). Additional, the DC of the save would be changed to 10 + cleric level + CHA mod. (Instead of 1/2 cleric level). There is a certain risk for the cleric to close into combat with his foe, so this may make the reward worth the risk.)
Positive/Negative Energy Resistance as DR - Any modifiers that provide positive/negative energy resistance act as DR against channeled energy. (i.e. the Unhallowed sacred bonus of +4 would be deemed a DR of 4 against a channeled positive energy attack.)
Both are interesting ideas.
In the first case, that sort of thing seems too specific to be worth spending a Feat on, and yet too much to try and work into a Trait... I wouldn't mind seeing it as an option, but I suspect there'd be heavy resistance to the idea of making it a 'freebie.' (Although it would make an interesting alternate Domain power for Healing and / or Death!)
In the second case, there is already a saving throw to take half damage, and an effect that gave +4 to saves would already be providing a bonus, wouldn't it? I'm not sure where this 'unhallowed' sacred bonus comes from, actually, so I can't look it up...

Michael Miller 36 |

my table is actually thinking of houseruling the save as NO damage instead of half. as many times as a cleric can do it per day, guaranteed damage seems a bit much. even the party cleric is a bit worried about it (and her fears proved founded when they met Lady A in the temple of urgotha) perhaps the burst could be left as is with the following changes.
*when releasing the burst, may touch one opponent/ally for a maximum effect, (or optionally may choose yourself as the benefit for the maximum effect
*opponents must save or take damage (if applicable), a successful save results in no damage

Kor - Orc Scrollkeeper |

In the first case, that sort of thing seems too specific to be worth spending a Feat on, and yet too much to try and work into a Trait... I wouldn't mind seeing it as an option, but I suspect there'd be heavy resistance to the idea of making it a 'freebie.' (Although it would make an interesting alternate Domain power for Healing and / or Death!)
I feel it is balanced enough to include as a "freebie" since you can only affect 1 person. Normally, you could affect 12+ allies by giving them all an average of 3.5 hp back. This option of giving 6 hp back to 1 person, I feel is very balanced. Although I would rather see this rule added into the core rules for channel energy, granting this ability to Healing / Death domains is not a bad idea either.
In the second case, there is already a saving throw to take half damage, and an effect that gave +4 to saves would already be providing a bonus, wouldn't it? I'm not sure where this 'unhallowed' sacred bonus comes from, actually, so I can't look it up...
Yeah, this may not be as workable as I originally thought for the reasons you mentioned. Perhaps I will have to move this idea to a spell forum thread, to recommend taking no damage on a successful save if in a Hallowed or Unhallowed area.

Kor - Orc Scrollkeeper |

my table is actually thinking of houseruling the save as NO damage instead of half. as many times as a cleric can do it per day, guaranteed damage seems a bit much. even the party cleric is a bit worried about it (and her fears proved founded when they met Lady A in the temple of urgotha) perhaps the burst could be left as is with the following changes.
It was actually that encounter that got me to thinking about some changes to the positive energy burst damage.
I guess on the plus side, it gave the cleric a way to damage her when many of the party could not. The cleric has become a powerful weapon against undead throughout the dungeon. (Which is what they are designed for), however the idea of taking no damage on a failed save does have some merit too. I will also now be considering implementing that.

Brett Blackwell |

Personally, I really like the idea of including the option of affecting only one target for maximum healing/damage as part of the standard channel energy rules.
In our current campaign, one character tends to take the most abuse and I find myself using channel energy mutliple times to heal the whole group or wasting a spell slot for a healing spell just for him.
It would also help when it comes to fighting undead since the damage is pretty pathetic. At 1st and 2nd level it would take two average channel energy bursts to take down an undead with average HP. At least you could focus your divine power against the undead leader that way.

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Touch Effect Option - Instead of releasing as a burst effect, the channeler may instead choose to touch a subject to release a maximized effect. (i.e. a 1st level cleric could deliver 6 hp damage or 6 hp healed to the recipient). Additional, the DC of the save would be changed to 10 + cleric level + CHA mod. (Instead of 1/2 cleric level). There is a certain risk for the cleric to close into combat with his foe, so this may make the reward worth the risk.)
I actually like this better than the burst. It's handy admit, but still a little weird for me when the cleric starts doing ground-zero healing bombs.