Channeling feats


Homebrew and House Rules

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Some feats to make the Channel Energy ability a tad more flexible and / or fun.
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Spell Channel
You can channel energy more times per day than normal, by expending divine spells.
Prerequisites: Channel Energy 1d6
Benefit: You can sacrifice a Cleric or Paladin spell of up to the highest level you can cast to channel energy, even if you have expended all of your channel energy uses for the day. The channel effect is 1d6 for each level of the spell sacrificed, but you cannot exceed your normal channel energy damage.

Vampiric Channel
Causing harm to others brings new vigor to you.
Prerequisites: Channel Energy 1d6
Benefit: When you channel energy to inflict damage, you also heal damage equal to the amount rolled, so long as at least one creature within the area of effect is harmed.

Charged Channel
You can enhance the potency of your energy channeling by expending spell slots to power them.
Prerequisites: Channel Energy 2d6
Benefit: As a move action, you can sacrifice a Cleric or Paladin spell of a level no greater than your Wisdom (if Cleric) or Charisma (if Paladin) modifier to charge a Channel Energy use to be made on the same turn. For each level of the spell sacrificed, you add 1d6 to the Channel Energy use.

Example: Riordan, a 5th level Cleric with a 15 Wisdom can sacrifice up to a 2nd level spell (limited by his +2 Wisdom modifier) to empower a Channel Energy use. He uses a Move Action to sacrifice a prepared aid spell, and then a Standard Action to Channel Energy, allowing him to heal his allies (or harm undead) within a 30 ft. radius for 5d6 damage (3d6 base, +2d6 for the channeled spell).


I think Vampiric Channel is too powerful, especially for an undead channeller who would then heal twice from the negative channelling.

Shadow Lodge

Anything that doesn't heal?

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Arakhor wrote:
I think Vampiric Channel is too powerful, especially for an undead channeller who would then heal twice from the negative channelling.

I worded it so that this wasn't an option. To receive the healing, the channeler has to *damage* someone. According to the rules for Channel Energy, you have to choose at the time of channeling whether you are going to be healing or harming, you can't heal some targets and harm other targets with a single use of Channel Energy. (Unlike back in Beta, when you could indeed do both.)

So a positive energy channeler could heal living targets *or* harm undead. He can't do both. A negative energy channeler can harm living targets *or* heal undead. An undead Cleric could blast living targets all the live-long day, and without this Vampiric Channel feat, he wouldn't get single hit point back from all that negative energy, because it's being channeled to harm, not heal.

I also made sure to word it so that a positive energy channeler could also use Vampiric Channel. By blasting undead into smithereens with positive energy, a Cleric of Sarenrae with Vampiric Channel is invigorated and receives a rush of healing equal to the damage she's inflicting upon the undead.

I wanted each feat to be useful for both positive and negative channelers.

Thanks for the feedback, 'though. It lets me know that I need to word that a bit more carefully!

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Beckett wrote:
Anything that doesn't heal?

Being a fan of negative energy channeling, I actually designed them with blasting the crap out of living targets in mind. The utility of those feats for healing is a happy coincidence.

Ideally, there should be a half-dozen channeling feats related to the various gods. Clerics of Nethys should have a channeling feat that allows them to boost a spell via a channeling use, for example. I'm just not feeling ambitious enough to start that process, since, once I start, I'll want one for each of the big twenty gods, and I'm not exactly brimming with ideas as to what a channeling feat for Shelyn or Desna would do, at the moment. :)


Since it's the house rules forum, we can add things considered "house rules" when playing Pathfinder, namely the use of generic D&D stuff.

One thing I found interesting was Divine MetaMagic: the use of channel energy to cast a modified spell. IIRC, it's in the Complete Divine.

You can also take inspiration in the aforementioned book to create feats related to channeling energy.

I think the Domain feats are in the same book, feats that give you an ability useable once per day, more if you expend some uses of channel energy.

My two cents: use metamagic on channel energy itself. Things like empower/maximize, and shape-altering effects come to the mind.


Thnanks Set. I didn't think of that!

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Louis IX wrote:
One thing I found interesting was Divine MetaMagic: the use of channel energy to cast a modified spell. IIRC, it's in the Complete Divine.

Yeah, the various Divine feats (or the corresponding Miracle feats of the Scarred Lands, or the alternate Turning options for each diety from Kingdoms of Kalamar) sound like good places to mine for ideas, in that vein.

One example that comes to mind would be a Channel Fire option for Clerics of Sarenrae or Asmodeus, that allows them to treat the damage from their channel as positive/negative energy or fire, whichever is most advantageous (allowing one to potentially do extra damage to a Cold subtype creature, for instance, but still not be helpless in the face of Energy Resistance), and causing those damaged to catch on fire, requiring either a full round action or a DC 15 Reflex save to prevent taking 1d6 fire damage each round thereafter for rounds equal to the initial damage (save allowed each round to end the effect, and can take a full round action to pat them out automatically at any time).

Louis IX wrote:
My two cents: use metamagic on channel energy itself. Things like empower/maximize, and shape-altering effects come to the mind.

I'd considered a Feat, or even just a Trait, that allowed the Channeler to maximize the Channel, at the cost of it only affecting a single touched figure. A Cleric with this ability might have one 3d6 channel energy left, and the Barbarian is down 20 hp, and everyone else is down a hit point here or there, that will heal overnight. Instead of channeling for what will probably be 10 hp to everyone in 30 ft, he can just give a flat 18 hp heal to the Barbarian, and let everyone else recover through rest.

One that converts the 30 ft. burst into others areas, such as a 60 ft. cone, or a 90 ft line, 5 ft wide, could be neat.

And, of course, the freakiest option, inspired by Metabreath Feats, might be to allow the Cleric to animate a use of Channel Energy, creating glowing (or shadowy) figure of the appropriate energy that swoops around the battlefield incorporeally, inflicting it's energy damage (or healing) via incorporeal touches. Call forth the angel of healing! Conjure the spectre of wrath!


I allow the following Feat, I think it sucks to be a Cleric and have to channel to save people and do nothing else.

Swift Channelling
Prerequisite: Extra Channel, Improved Channel
Benefit: You may channel energy as a swift action by using 2 of your daily uses of channel energy.

I like your Spell & Charged Channel Feats. Nice alternative uses without being overpowered. Vampiric is a no-go for me but I can see others allowing it.
Good Work!

[Edit]
Using Set's idea...

Sculpted Channel
You may use a small amount of your channelled energy to alter the way in which it manifests.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may reduce the amount of energy that you produce by 1d6 to enable you to manifest your energy in either a 60ft Cone or a 120ft Line.

Channelled Touch
You may channel all your energy into one target by touch.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may touch a single target. The target receives a 50% increase in the amount of channelled energy, however all the energy is consumed into the one target.

Shadow Lodge

Set wrote:
Beckett wrote:
Anything that doesn't heal?

Being a fan of negative energy channeling, I actually designed them with blasting the crap out of living targets in mind. The utility of those feats for healing is a happy coincidence.

Ideally, there should be a half-dozen channeling feats related to the various gods. Clerics of Nethys should have a channeling feat that allows them to boost a spell via a channeling use, for example. I'm just not feeling ambitious enough to start that process, since, once I start, I'll want one for each of the big twenty gods, and I'm not exactly brimming with ideas as to what a channeling feat for Shelyn or Desna would do, at the moment. :)

Sorry, what I mean is any chance for channeling feats that do something new rather than augment healing (or to a lesser extent hurting). Or what would absolutely rock would be something like for the cost of two channels, you can Channel the opposite energy that you normally do, or maybe at a lower effective cleric level, but the same cost in Channel Energies.


Thanks Stuart for that Swift Channel feat. It will make the player playing the cleric in my campaign feel alot better. ^_~

Shadow Lodge

Also, by the way, thanks also. It is appriciated.


Curing Channel
You may use channelled energy to remove afflictions.
Prerequisites: Channel Energy
Benefit: When you channel energy you may sacrifice a spell of the appropriate level to remove an affliction from one touched creature.
This Feat can be used this way to "cure" Fear [1st level spell]; Paralysis [2nd level spell]; Blindness/Deafness, Diseases & Curses [3rd level spell]; or Poison [4th level spell]. Using this ability provokes attacks of opportunity.

Example: Cleo the Cleric wishes to remove a nasty dose of Spider Venom from Tim the Fighter but has not prepared a Neutralize Poison spell. As she channels energy she sacrifices a 4th level spell [same level as Neutralize poison] and touches Tim, thus curing Tim of the poison.

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Beckett wrote:
Or what would absolutely rock would be something like for the cost of two channels, you can Channel the opposite energy that you normally do, or maybe at a lower effective cleric level, but the same cost in Channel Energies.

Given the cost of a Feat being paid, I'd be tempted to just allow a Neutral Cleric with this Feat to have the option to channel either force, so long as their diety is also Neutral. (So a Cleric of Gorum, Gozreh, Abadar or Calistria would be able to take this feat, but a Cleric of Sarenrae would not be able to take the feat and channel negative energy and a Cleric of Urgathoa would not be able to use the feat to channel positive energy. It seems most appropriate for Clerics of Nethys (creation and destruction) and Pharasma (life and death).) Adding a cost in using extra Channeling attempts, or lowering the effective level, seems overly harsh, considering the Feat cost already being paid, IMO.

And yeah, Feats that allow Channeling for other effects seem like a great idea, but my head spins as to where to start.

For Gozreh, a channeling feat that allows one to use a Channel Energy attempt to calm the weather, or create an eye of calm (much like a Leomund's Tiny Hut) to protect allies, could be one option, or one to call up a vortex (a whirlwind or maelstrom, depending on whether or not the character is at sea) similar to that created by an Air (or Water) elemental with herself at the center, unaffected.

For Calistria, one that overwhelms surrounding people with pleasure or pain, causing the sickened condition for a certain number of rounds if they save, or the nauseated condition (save each round to reduce to merely sickened) if they don't.

For Nethys, something that allows a Cleric to blow a Channel Energy to strengthen a spell he is casting, either to increase caster level by the number of dice he would normally channel, or the Heighten the spell by that number. So a Nethyn Cleric who would channel 3d6 would add either +3 caster level, or increase the effective spell level by 3, depending on how it works, perhaps even having a choice of either effect (since some spells would not benefit from the increased caster level, while others would not benefit from the Heighten effect).

For Iomedae, something that confers a morale bonus to attack rolls and saves vs. mind-affecting effects (similar to a big bless spell) for allies only (or good aligned targets only?) could be appropriate. The bonus, again, would equal the number of dice that she would normally channel, allowing a 5th level Cleric of Iomedae to give her good aligned allies within 30 ft. a +3 morale bonus to attacks and saves vs. mind-affecting effects. The effect could last rounds equal to her Charisma modifier +3 and be called Battle Blessing. Having last only a single round could be an option, if the Battle Blessing could be invoked as a free action.

Zon-Kuthon would be all Hellraiser, with a channel energy being expended to call up hooked chains that trap those in the area similar to a web spell, that also inflicts 1d6 damage / round to those within, but lasts only a few rounds (and, unlike most other effects of this type, affects the Cleric as well, as he 'chains himself into place' along with those he wants to hinder). Perhaps it only lasts as long as the Cleric is willing to maintain it, struggling to endure the damage, hoping that his enemies expire before he does (or that his allies outside of the area are able to finish them off with ranged attacks before he passes out from the pain).

Etc.

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stuart haffenden wrote:

Swift Channelling

Prerequisite: Extra Channel, Improved Channel
Benefit: You may channel energy as a swift action by using 2 of your daily uses of channel energy.

That's definitely a good utility choice.

Quote:
I like your Spell & Charged Channel Feats. Nice alternative uses without being overpowered. Vampiric is a no-go for me but I can see others allowing it. Good Work!

Thanks! Bear in mind that Vampiric Channel could just as easily be called Righteous Retribution, when taken by a Cleric of Sarenrae, and used when she channels positive energy to smite undead (and gets a little rush of healing from the deed). As I mentioned upthread, I was thinking from a negative energy channelers perspective, and the 'Vampiric Channel' feat name is inappropriate for a Cleric of Iomedae or whomever, using it to heal as she blasts undead to rot and ruin.

Quote:

Sculpted Channel

You may use a small amount of your channelled energy to alter the way in which it manifests.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may reduce the amount of energy that you produce by 1d6 to enable you to manifest your energy in either a 60ft Cone or a 120ft Line.

It was my idea, granted, but I'm thinking that a 60 ft. cone might be a bit too large. Perhaps a 40 ft. cone and a 90 ft. line would flow better.

Quote:

Channelled Touch

You may channel all your energy into one target by touch.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may touch a single target. The target receives a 50% increase in the amount of channelled energy, however all the energy is consumed into the one target.

I like that one. Empowered, at the cost of only a single target. Very cool. I think I like Empowered more than Maximized.

stuart haffenden wrote:

Curing Channel

You may use channelled energy to remove afflictions.
Prerequisites: Channel Energy
Benefit: When you channel energy you may sacrifice a spell of the appropriate level to remove an affliction from one touched creature.
This Feat can be used this way to "cure" Fear [1st level spell]; Paralysis [2nd level spell]; Blindness/Deafness, Diseases & Curses [3rd level spell]; or Poison [4th level spell]. Using this ability provokes attacks of opportunity.

I love the idea, and it pains me how Paladins with their Mercies have become more reliable condition-removers than Clerics, but this might be a bit too good.

The Feat doesn't state whether or not the touched recipient receives the normal benefits of the Channel Energy (cured of Xd6 damage, in addition to the status-cure), but I would definitely rule not. The Channel would be expended to spontaneously convert a spell of the appropriate level to the 'Cure' spell in question.

I'd consider ditching Remove Curse from the list as well. It's not necessarily something that a wash of positive energy would 'cure.' The others, even fear, make more sense.

A bad-guy version that allows the expenditure of a Negative energy channel to spontaneously convert a spell to Cause Fear, Hold Person, Contagion, Blindness/Deafness or Poison would be neat.


Set wrote:


Stuart Haffenden wrote:

Curing Channel

*snip*

The Feat doesn't state whether or not the touched recipient receives the normal benefits of the Channel Energy (cured of Xd6 damage, in addition to the status-cure), but I would definitely rule not. The Channel would be expended to spontaneously convert a spell of the appropriate level to the 'Cure' spell in question.

The intention was to replace the normal healing with the new effect. Certainly wouldn't go with both!

Agreed on the size of the Cone & Line in the Sculpted Channel, maybe those were a bit too meaty.

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So Beckett got me brainstorming a few posts up, and I hate brainstorming in public, instead of presenting (at least roughly) polished material.

So, here are the (slightly) more polished ideas;

Battle Blessing
You can channel energy to fill others with a fierce determination.
Prerequisites: Channel Energy 1d6, must be a Cleric or Paladin of a diety that grants access to the War domain.
Benefits: As a standard action, you can expend a daily use of your Channel Energy ability to confer a morale bonus to attack rolls and saving throws vs. mind-affecting effects equal to your Charisma modifier to all targets that would normally be healed by the channeling attempt. The battle blessing lasts for rounds equal to your Cleric level. Those bolstered by positive energy feel buoyed up with a surge of confidence, while those emboldened by negative energy experience a surge of bloodlust, but the effects are the same.
[Iomedae, Gorum, Rovagug, Urgathoa, Achaekek, Besmara, Angradd, Chaldira Zuzaristan, Hadregash, Thremyr, Urazra, Zursvaater, Zyphus, Moloch, Deskari, Kotschtchie, Szuriel]

Illumined Souls
When you channel energy, the radiance of the sun lingers behind to affect those in the area.
Prerequisites: Channel positive energy 2d6, must be a Cleric of a diety that grants access to the Sun domain.
Benefits: When you channel positive energy, you can choose to expend a second daily use of your Channel Energy ability to have the area affected illuminated as if by a 30 ft. radius light spell for rounds equal to ½ your caster level + your Cha modifier. If you have channeled energy to heal living targets, each target is also affected by a bless spell so long as they remain within the illuminated area. If you have channeled energy to inflict damage upon undead (or other targets, if applicable), they are instead illuminated by the effects of faerie fire for the same duration, and dazzled, so long as they remain within the area of illumination. This area of light is treated as a 2nd level spell with the Light descriptor for the purposes of being negated by spells with the Darkness descriptor.
[Sarenrae, Iomedae]

Channeled Magic
You can call upon your channeled energies to enhance the effects of a single spell.
Prerequisites: Channel positive energy 1d6, must be a Cleric of a diety that grants access to the Magic domain.
Benefits: By expending a daily use of Channel Energy as a move equivalent action, you can enhance the effects of the next spell you cast (arcane or divine) in one of two ways;
You can choose to increase the caster level of the spell by a number equal to your Charisma modifier *or* you can choose to Heighten the spell by a number equal to your Charisma modifier.
You must cast this spell within one round of channeling energy in this manner to benefit from this effect, and no spell can benefit from more than one such enhancement.
You can use this ability to enhance the effects of a spell cast by an ally, but this requires for you to be touching him during the casting of the spell, and for you to coordinate your actions so that you expend your Channel Energy effect at the same time he casts the spell to be enhanced (possibly requiring one of you to Delay your action).
[Nethys, Alseta, Sivanah, Korada]

Impeded Magic
You can call upon your channeled energies to weaken magical forces.
Prerequisites: Channel negative energy 3d6, must be a Cleric of a diety that grants access to the Magic domain.
Benefits: You can expend a single use of Channel (negative) energy to replicate the effects of a Dispel Magic at your caster level.
Special: If you gain the ability to Channel 6d6 negative energy, you can instead use this energy to replicate the effects of a Greater Dispel Magic at your caster level.
[Asmodeus, Nethys, Alseta, Sivanah, Barbatos, Abraxas]

Stoking the Fires Within
You can use channeled energy to inflict incapacitating pain or pleasure upon those in your immediate area.
Prerequisites: Channel energy 1d6 (negative for pain, positive for pleasure).
Benefits: Regardless of which form of energy you channel, you can expend a daily use of that power to cause all living targets within the area to be overcome with intense sensations. If you channel negative energy, these sensations are agonizing. If you channel positive energy, they are instead ecstatic. In either event, the effects are the same, and the targets must make a Will save (DC 10 + ½ Cleric level + Cha mod) or be nauseated by the intense rush of sensation. They are allowed a new save each round to break free of the effect, and those who save (either initially or later) are only sickened by the lingering agony (or ecstasy). The effect lasts for rounds equal to your Charisma modifier (at least 1 round).
[Calistria, Zon-Kuthon (pain only)]

Fires of Hell / Heavenly Flames
Instead of channeling positive or negative energy, you can instead choose to channel otherworldly flames.
Prerequisites: Channel negative energy 1d6 (Fires of Hell) or Channel positive energy 1d6 (Heavenly Flames), must be a Cleric of a diety that grants access to the Fire domain.
Benefits: You may choose whenever you channel energy to damage others to instead channel divine fire, inflicting the same damage, and requiring a Reflex save instead of Will save for half damage. Those who fail the initial Reflex save also suffer 1d6 additional damage per round for rounds equal to your Charisma bonus, although they are allowed an additional Reflex save each round to end this effect. This divine fire inflicts half fire damage and half divine damage, which bypasses immunity or resistance to fire, similar to the effects of the flame strike spell. You can always choose not to affect yourself with these flames, but allies will receive no such consideration, unless you have taken the Selective Channeling feat and chosen to exclude them.
[Asmodeus, Sarenrae, Brigh (Fires of Creation), Moloch, Flauros, Szuriel, Zarongel, Zursvaater]

Bringer and Breaker of Storms
You have learned to use your channeled energy to either shield against the effects of inclement weather or to whip up a dangerous vortex or whirlwind.
Prerequisites: Must be able to Channel Energy (positive or negative) 3d6, must be a Cleric of a diety that grants access to the Weather domain.
Benefits: As a standard action, you can expend a use of Channel Energy to ward yourself and others within 30 ft. from the effects of weather, similar to the effects of a tiny hut spell, except that the duration is concentration + your Cha modifier in rounds, and the field is not completely opaque, resembling a cloudy barrier, and providing only partial concealment. If you are damaged while attempting to maintain the warded area, you must make a Concentration check as if you are casting a 3rd level spell.
Alternatively, as a full-round action, you can instead expend two daily uses of Channel Energy to create a whirling elemental vortex, either of air or, if you are at sea and wish to do so, of water. This whirlwind (or vortex) functions as the Air (or Water) Elemental ability of the same name, and you are treated as being an Air (or Water) Elemental of Hit Dice equal to ½ your Cleric level + your Wisdom modifier. As with the previous use of this feat, you must retain concentration for this effect to form, and to direct its actions, taking no more than a 5 ft. step each round of the effects duration. If you are damaged while attempting to maintain the whirlwind (or vortex), you must make a Concentration check as if you are casting a 3rd level spell or the effect dissipates immediately. Regardless of your time of concentration, the effect does not last longer than rounds equal to ½ your Cleric level + your Cha modifier. You can form the effect up to 30 ft. from your person, but once formed, it can be moved quite quickly, as per the rules for those effects in the Pathfinder Bestiary. You enjoy no special protection from the weather effect you have created, and if you move it onto your position, it will damage you as it would any other.
[Gozreh, Rovagug, Besmara, Ketephys]

Chains of Torment
You can call up cruelly barbed and hooked chains to entangle all in your vicinity.
Prerequisites: Channel negative energy 3d6, must be a Cleric of Zon-Kuthon
Benefits: As a standard action, you can expend a daily use of Channel (negative) Energy to cause hooked chains to erupt from all surfaces within 30 ft. of your person, automatically hitting and entangling everyone in the area identically to a web spell. The differences from a web spell are that the chains are made of black metal, and cannot be burned away, those entangled within the area suffer 1d6 of piercing and slashing damage (treated as magic and evil for the purposes of penetrating damage reduction), and the total duration is equal in rounds to ½ your Cleric level + your Charisma modifier, although you can choose to end the effect at any time as a free action. Note that you (and your allies) are affected by the chains as well, unless you have access to the Selective Channeling feat, in which case you can choose to spare a number of allies equal to your Charisma modifier (but not yourself, as you are always affected). Like a web spell, a Reflex save is required to avoid immediate entanglement, and the DC is equal to 10 + ½ your Cleric level + your Charisma modifier (this same DC also determines difficulty of the Escape Artist check or Combat Maneuver check to escape the chains). For the purposes of Dispel Magic, this is treated as a 3rd level spell.
[Zon-Kuthon]

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Ideas for Cayden Cailean (inflict or cure drunkenness, grant new saves vs. the effects of drugs / toxins), Gorum (strengthen/enhance or damage/destroy objects in the area, but only targetting armor and weapons), etc. are rattling around in my brain-pan.

Only Shelyn completely eludes me.

Edit: Aha, something that makes the Cleric blindingly beautiful, dazzling all in the area (save to avoid blindness, with a new save each round, similar to the effects of the Calistrian pleasure/pain technique), and giving the Cleric (and only the Cleric) the benefits of Displacement for 1/2 level rounds or something! Something that acts like a Nymph's blinding beauty (if much weaker) sounds perfect for the Clerics of Shelyn.


It's all good stuff, but man, you've got too much geeking time on your hands....I wish I had!


Hi all. Are there any books or guides in the Pathfinder line in regards to feats and channel energy? I've been a Divine Cleric in 3.5 for 5 years and am now getting into Pathfinder. My DM won't allow my old 3.5 books or their feats anymore, so I am looking for replacement feats.


Shadowcaster0 wrote:
Hi all. Are there any books or guides in the Pathfinder line in regards to feats and channel energy? I've been a Divine Cleric in 3.5 for 5 years and am now getting into Pathfinder. My DM won't allow my old 3.5 books or their feats anymore, so I am looking for replacement feats.

Secrets of Divine Channeling. Assuming your DM allows 3pp.

And to Set: yes yes yes yes yes yes yes. Thank you. More flavorful channeling options have been a serious desire of mine since the early days of 3.5. This is awesome.

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Tim4488 wrote:
And to Set: yes yes yes yes yes yes yes. Thank you. More flavorful channeling options have been a serious desire of mine since the early days of 3.5. This is awesome.

My pleasure!

When 3rd edition was announced, I had a whacky idea from the previews I'd seen in the Dragon magazine that the 'core four' classes would all be different, with the Wizard being spell-based, the Fighter being feat-based, the Rogue being skill-based, and the Cleric being based off of the Turn Undead mechanic, channeling divine power to do whatever things suited the 'spheres' appropriate to the diety (like channeling fire blasts for a fire god, and learning new techniques for using channeled divine energy to cure wounds, buff people, consecrate an area, empower a weapon, exorcise/rebuke undead or spirits or devils or whatever, etc.). No 'cleric spells' at all, just holy power and different ways to throw it around.

Obviously that didn't happen (and the Rogue might have a ton of skills, but is hardly 'skill-based,' being more reliant on class abilities like Sneak Attack and Evasion), but the open-ended nature of the Channel Energy mechanic as modified by special Feats allowed me to sneak that idea back in via a different direction.


Set wrote:
Tim4488 wrote:
And to Set: yes yes yes yes yes yes yes. Thank you. More flavorful channeling options have been a serious desire of mine since the early days of 3.5. This is awesome.

My pleasure!

When 3rd edition was announced, I had a whacky idea from the previews I'd seen in the Dragon magazine that the 'core four' classes would all be different, with the Wizard being spell-based, the Fighter being feat-based, the Rogue being skill-based, and the Cleric being based off of the Turn Undead mechanic, channeling divine power to do whatever things suited the 'spheres' appropriate to the diety (like channeling fire blasts for a fire god, and learning new techniques for using channeled divine energy to cure wounds, buff people, consecrate an area, empower a weapon, exorcise/rebuke undead or spirits or devils or whatever, etc.). No 'cleric spells' at all, just holy power and different ways to throw it around.

Obviously that didn't happen (and the Rogue might have a ton of skills, but is hardly 'skill-based,' being more reliant on class abilities like Sneak Attack and Evasion), but the open-ended nature of the Channel Energy mechanic as modified by special Feats allowed me to sneak that idea back in via a different direction.

That would be very cool. Feels like a new class, or almost like a different system altogether to be honest, but it would be neat.


With the advent of Ultimate Magic Swift Channel should be rewriten since there appears offcial channeling-accelerating feat: [url=http://www.d20pfsrd.com/feats/general-feats/quick-channel]Quick Channel


Corrected link: Quick Channel

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Here is a suggestion for more cleric options, please give comment as to I am allowing these in a homebrew game and I do not know if they are under/over-powered

Spell ;;
Energetic shift
School conjuration (teleportation); Level Cleric2, Paladin2, any other class that can channel energy2
Casting Time 1swift action
Components V
Range personal and touch
Target you
Duration instantaneous
Saving Throw will
Spell Resistance personal and touch
As part of your channel energy action you may place yourself or someone touched, space permitting, within a location in the area of effect in your channel energy burst.

Effortless Power
Prerequisites: Domain Power
Benefit: When using a domain power that requires touch and is a standard action, you can now touch yourself as a free action

Elemental Burst
Prerequisite: Air,Fire, Stone, Water Domain or subdomain. Elemental Channel
Benefit: When channeling energy instead of channeling negative or positive energy the channeling energy is elemental damage equal to the amount channeled


vampiric touch:I don't know if it was mentioned above but a someone with the death domain, gains the ability to be healed by positive, and negative energy at 8th level and thus could be healed twice by harming living creatures(other then self)

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