
Evil Lincoln |

It has been replaced with a Class Ability called "Channel Positive/Negative Energy." You may channel a number of times/day as described in the Cleric class description.
Couldn't be simpler, it is a 30 foot burst that either heals living allies OR harms undead — for positive energy. Harms enemies and heals undead, for negative energy.
There is a Will save for 1/2 damage. You can augment the ability with feats.
Full text here:
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Scipion del Ferro RPG Superstar 2011 Top 4 |

Of interest is the Command undead feat which let's you control undead.
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisites: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

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Essentually you take either the Turn Undead (Positive) or Command Undead (Negative) Feat with a class that can Channel Energy.
You then use one of your Channels for the day, to instead attempt to Turn/Control. It does not have the normal healing/hurting quality.
If you Turn Undead, all Undead in 30 must make a Will Save (DC. 10+1/2 Cleric Level + Cha) or be Panicked for 1 Min. Intelegent Undead get a new save each round. That is it. Super weak.
If you Control Undead, nearly the same deal, except that it acts like the Comman Undead Spell. Undead get a new save EVERY DAY and you can never control more than you Cleric (or whatever) Level in Undead Hit Dice.
Command Undead makes undead treat you as friendly, but to order them you need to win an oppossed Cha Check, and it is a Standard Action, and they will never do "suicidal things". Basically Charm for Undead. Also note, Charisma is the new Undead power stat.

udalrich |

I don't see were you need the charisma check if you are commanding undead. It sounds like you control them and they do what you say.
To clarify for the normal channel energy, it doesn't matter if someone is an ally or not, just whether they are living or undead. If you channel healing positive energy, any living foes in range will also be healed. The Selective Channeling feat lets you exclude specific creatures.

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I don't see were you need the charisma check if you are commanding undead. It sounds like you control them and they do what you say.
To clarify for the normal channel energy, it doesn't matter if someone is an ally or not, just whether they are living or undead. If you channel healing positive energy, any living foes in range will also be healed. The Selective Channeling feat lets you exclude specific creatures.
It is part of the Command Undead spell. (Or Control Undead, I forget now. Whichever one the Feat emulates.)

udalrich |

The charisma check is only if they are also under somebody else's control or "to do anything it wouldn't ordinarily do". "Kill that living creature" probably doesn't require a charisma check, but "don't kill my allies" probably does.
OTOH, it's unclear to me what is something that a skeleton/zombie would not normally do. Mostly, I think of them as obeying the commands of their creators. They don't have a mind, so they aren't going to be able to decide whether or not they want to do something.

cwslyclgh |

OTOH, it's unclear to me what is something that a skeleton/zombie would not normally do. Mostly, I think of them as obeying the commands of their creators. They don't have a mind, so they aren't going to be able to decide whether or not they want to do something.
I believe the charisma check only pertains to intelligent undead, ergo skeletons and zombies (and any other mnidless undead you come across) can be commanded to do anything (even suicidal orders, though the commands must be very basic in nature) with out requiring it. (see the command undead spell, page 257 of the core rule book).
However the Command Undead feat operates as the Control Undead Spell. Which gives much greater control over undead the creature in question, in this case the charisma check is only made if the undead are also under the control of another creature and your orders conflict. Intelligent undead who fail the initial save do not have the ability to resist the commands of somebody using a control undead spell, and thus no charisma checks are required, normally (and there is no BTB restriction preventing the caster from giving them suicidal orders either).