Channel Feats from Fan-Based SRD.


Homebrew and House Rules


So I went there and found their madlab creation thingy. Some guy made some feats and I was just wondering what you guys or girls thought of their usefulness and balance. My own personal opinion right now on some of them is that a few may be a bit too strong, but I'm not certain. Maybe one or two are too weak even though. SO lets stop with my crappy opinions and gather some well educated ones.

Augment Channel
Your channeled energy is more reliable.
Prerequisite: Improved Channel.
Benefit: Re-roll ones when determining the amount of healing or damage dealt by your channel energy ability.

Channel Mastery
Your channeled energy can affect both allies and opponents at the same time.
Prerequisite: Greater Channel.
Benefit: Channeling energy now affects both living and undead creatures at the same time.
Normal: Without this feat, you must choose which type of creature (living or dead) your channeled energy affects.

Quicken Channel
You can channel energy in a fraction of the normal time.
Prerequisite: Improved Channel.
Benefit: You can channel energy as a move action. A quickened channel energy expends an additional use of your channel energy ability.

Maximize Channel
You can channel energy at its full potential.
Prerequisite: Greater Channel.
Benefit: Your channel energy ability deals the maximum amount of healing or damage possible. A maximized channel energy expends two additional uses of your channel energy ability.

Empower Channel
You channeled energy is more effective.
Prerequisite: Greater Channel.
Benefit: Add 2d6 more dice your channel energy ability damage or healing roll. An empowered channel energy expends an additional use of your channel energy ability.

Enlarge Channel
You channeled energy affects a larger area.
Prerequisite: Improved Channel.
Benefit: Add 15 feet to the burst radius of your channel energy ability.

Greater Channel
Your channeled energy is harder to resist
Prerequisite: Improved Channel, caster level 6th.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Scarab Sages

I feel like I've seen these before. Are they reworkings of 3.5 WotC turn undead feats?


Only one that I am able to think of at the moment is quick turning.

So what do you think about these feats balance wise?

Scarab Sages

Quote:

Augment Channel

Your channeled energy is more reliable.
Prerequisite: Improved Channel.
Benefit: Re-roll ones when determining the amount of healing or damage dealt by your channel energy ability.

I like this, and I don't think it's unbalancing. I do think that reroll abilities need to be kept to a minimum - including too many altogether removes the threat of failure (or in this case weakness).

Quote:

Channel Mastery

Your channeled energy can affect both allies and opponents at the same time.
Prerequisite: Greater Channel.
Benefit: Channeling energy now affects both living and undead creatures at the same time.
Normal: Without this feat, you must choose which type of creature (living or dead) your channeled energy affects.

Nope, way too good. I wouldn't try to balance this either, but if someone were dead set on trying: some suggestions for balancing: add a level-based prerequisite (11th+, probably); require more than one use of channel energy to activate this feat (I'd be inclined to say 3 uses, though if you do both suggestions you could get away with 2).

Quote:

Quicken Channel

You can channel energy in a fraction of the normal time.
Prerequisite: Improved Channel.
Benefit: You can channel energy as a move action. A quickened channel energy expends an additional use of your channel energy ability.

This is fine, though I'd be inclined to add a line that says something like, "You cannot combine this feat with any other feats that augment how you to channel energy."

Quote:

Maximize Channel

You can channel energy at its full potential.
Prerequisite: Greater Channel.
Benefit: Your channel energy ability deals the maximum amount of healing or damage possible. A maximized channel energy expends two additional uses of your channel energy ability.

Again, this one is ok by itself, but when you start combining this with other of these feats, there could be some game breakers there.

Quote:

Empower Channel

You channeled energy is more effective.
Prerequisite: Greater Channel.
Benefit: Add 2d6 more dice your channel energy ability damage or healing roll. An empowered channel energy expends an additional use of your channel energy ability.

No, too good, even with the extra use requirement (Channel Energy and CR are pretty closely tied these days, start messing with that balance too much... problems). Maybe, "You channel energy as though you were 2 levels higher in the class that grants you the channel energy ability." - which will result in +1d6.

Quote:

Enlarge Channel

You channeled energy affects a larger area.
Prerequisite: Improved Channel.
Benefit: Add 15 feet to the burst radius of your channel energy ability.

This is probably ok. I think I'd remove the prerequisite and add a +1 channel energy use clause.

Quote:

Greater Channel

Your channeled energy is harder to resist
Prerequisite: Improved Channel, caster level 6th.
Benefit: Add 2 to the DC of saving throws...

Mmmm, borderline, but leaning towards no. I'd change it as follows, to make it a true gateway feat:

Greater Channel
Your channeled energy is harder to resist.
Benefit: Add +1 to the DC of saving throws made to resist the effects of your channel energy ability.

Overall: My impression is that the balance of these feats was designed with the 11th+ level range in mind, but they're available much earlier, which is the problem. Either hard code that level range into the feats (where appropriate) or drop the overall effectiveness of the feat to make them available to low-level characters.


Pathfinder Rulebook Subscriber

Just to clarify the source etc, these feats were contributed to d20pfsrd.com by Michael Brewer of Madbrewlabs.com.

You can find them (in their fully linkified glory) here.

Madbrewlabs is a great site btw.


So basically this then.

Augment Channel
Your channeled energy is more reliable.
Prerequisite: Improved Channel.
Benefit: You may re-roll ones once per use of Channel Energy when determining the amount of healing or damage dealt by your Channel Energy ability.

Quicken Channel
You can channel energy in a fraction of the normal time.
Prerequisite: Improved Channel.
Benefit: You can channel energy as a move action. A quickened channel energy expends an additional use of your channel energy ability.

Enlarge Channel
You channeled energy affects a larger area.
Prerequisite: Channel Energy Class Feature
Benefit: Add 15 feet to the burst radius of your channel energy ability.
An Enlarged Channel Energy expends one additional uses of your channel energy ability.

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