| SmiloDan RPG Superstar 2012 Top 32 |
Domain Channeling Feats
1. Channel Air
Requirements: Air Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a feather fall spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus (if you channel positive energy) or a profane bonus (if you channel negative energy) on Constitution checks to hold their breath equal to your Charisma bonus for a number of rounds equal to your caster level.
2. Channel Animal
Requirements: Animal Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and affect all animals within the area of effect of your channel energy ability with a Wild Empathy check with a bonus equal to your caster level + your Charisma modifier. In addition, you can spend one of your daily uses of channel energy as an immediate action and grant all animals in the area of effect of your channel energy ability the use of any 1 trick, as described in the Handle Animal skill description.
3. Channel Artifice
Requirements: Artifice Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and choose to either restore hit points to any constructs in the area of effect or damage any constructs in the area of effect equal to your normal channel energy amount.
4. Channel Chaos
Requirements: Chaos Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from law spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
5. Channel Charm
Requirements: Charm Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Diplomacy, Intimidate, or Perform check equal to your caster level plus your Charisma bonus (minimum 1).
6. Channel Community
Requirements: Community Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and all allies in the area of effect increase the bonus granted by the Aid Another action by an amount equal to your Charisma bonus (minimum 1) for a number of rounds equal to your caster level. The attack and damage bonus of flanking allies also increase by an amount equal to your Charisma bonus (minimum 1) during this time.
7. Channel Darkness
Requirements: Darkness Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and increase the level of darkness within the area of effect of your channel energy by 1 step for every point of Charisma bonus you have (minimum 1 step). This darkness persists for a number of rounds equal to your Charisma bonus (minimum 1 round). You can spend one of your daily uses of channel energy and grant your allies the ability to see through normal and magical darkness for a number of rounds to your Charisma bonus (minimum 1 round).
8. Channel Death
Requirements: Death Domain, ability to channel negative energy.
Benefit: Any creature killed by your ability to channel negative energy is animated as a skeleton or zombie (your choice) for a number of rounds equal to your caster level. While it is animated, you can command the undead creature. You can command a maximum of 4 HD of undead per caster level at any one time; any excess undead created by this feat or any other means act independently according to their nature.
9. Channel Destruction
Requirements: Destruction Domain, ability to channel energy.
Benefit: You can spend one of your daily uses to channel energy as a swift action and grant all allies within the area of effect the benefits of the Improved Sunder feat for a number of rounds equal to your caster level. They also gain a bonus equal to your Charisma bonus (minimum 1) on their CMB to Sunder. At 8th level, this ability improves and grants your allies the Greater Sunder feat in addition to the Improved Sunder feat.
10. Channel Earth
Requirements: Earth Domain, ability to channel energy.
Benefit: You can spend one of your daily uses to channel energy as a standard action and create a region of difficult terrain in the area of effect. You also grant your allies the flawless stride ability and a bonus to their CMD against bull rush, overrun, and trip attempts equal to your Charisma bonus (minimum 1). Both effects last for a number of rounds equal to your caster level.
11. Channel Evil
Requirements: Evil Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from good spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
12. Channel Fire
Requirements: Fire Domain, ability to channel energy
Benefit: You can choose to change the energy type you channel into fire, causing damage equal to the amount normally healed or caused by your channel energy type. Targets within the area of effect can make a Reflex Save with a DC equal to 10 + ½ your caster level + your Charisma modifier for half damage.
13. Channel Glory
Requirements: Glory Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect a sacred bonus to AC equal to your Charisma bonus (minimum 1 round) for a number of rounds equal to your caster level.
14. Channel Good
Requirements: Good Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from evil spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
15. Channel Healing
Requirements: Healing Domain, ability to channel energy
Benefit: You can spend one of your daily uses to channel energy as a standard action and grant Fast Healing equal to your Charisma bonus (minimum 1) to all your allies within the area of effect for a number of rounds equal to your caster level.
16. Channel Knowledge
Requirements: Knowledge Domain, ability to channel energy
Benefit: You can spend one of your daily uses to channel energy as a swift action and gain a bonus on a single Knowledge check equal to your caster level.
17. Channel Law
Requirements: Law Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from chaos spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
18. Channel Liberation
Requirements: Liberation Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect the benefits of a freedom of movement spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
19. Channel Luck
Requirements: Luck Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant a single ally the ability to reroll any one roll that they have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll.
20. Channel Madness
Requirements: Madness Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and target all opponents within the area of effect with a confusion spell for a number of rounds equal to your Charisma bonus (minimum 1 round). They are allowed a Will saving throw with a DC of 10 + ½ your cleric level + your Charisma modifier to negate the confusion.
21. Channel Magic
Requirements: Magic Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your caster level on a single Spellcraft or Use Magic Device skill check. You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your Charisma bonus (minimum 1) on a single caster level check.
22. Channel Nobility
Requirements: Nobility Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and target all opponents in the area of effect with a command spell effect for a number of rounds equal to your Charisma bonus (minimum 1). The targets of this effect are allowed a Will Save with DC of 10 + ½ your caster level + your Charisma modifier to negate this effect; they are allowed a save every round until they are successful or the duration is completed.
23. Channel Plant
Requirements: Plant Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a full-round action and target at least one fruit or seed bearing plant. This plant grows a bounty of delicious and nutritious fruits and/or seeds, providing enough food to feed 1 person per point of channeled energy.
24. Channel Protection
Requirements: Protection Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a sacred bonus on Saving Throws equal to your Charisma bonus (minimum 1) for 1 round.
25. Channel Repose
Requirements: Repose Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and cause a number of hit dice worth of creatures equal to the result of your channel energy roll to fall asleep for a number of rounds equal to your Charisma bonus (minimum 1) if they fail a Will Save with a DC of 10 + ½ your caster level + your Charisma modifier.
26. Channel Rune
Requirements: Rune Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in any adjacent square. Any creature entering this square is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy feat). The rune is invisible and lasts a number of minutes equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. This rune counts as a spell equal to ½ your caster level (minimum 1, maximum 9) for the purposes of dispelling. It can be discovered with a Perception check and disabled with a Disable Device check, both with a DC of 25 + ½ your caster level.
27. Channel Strength
Requirements: Strength Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect a sacred bonus (if you channel positive energy) or profane bonus (if you channel negative energy) a bonus to Strength checks and attack and damage rolls equal to your Charisma bonus for 1 round.
28. Channel Sun
Requirements: Sun Domain, ability to channel energy
Benefit: Whenever you channel positive energy to harm undead creatures, they must make a Will Save with a DC of 10 + ½ your caster level + your Charisma modifier or be blinded for 1 round. Whenever you channel positive energy to heal living creatures, they gain darkvision 60 feet, lowlight vision, and see invisibility for 1 round.
29. Channel Travel
Requirements: Travel Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect an enhancement bonus to speed equal to your Charisma bonus times 5 for 1 round. You can spend one of your daily uses of channel energy as a full round action and grant all allies in the area of effect Damage Reduction equal to your Charisma bonus (minimum 1) against the non-lethal damage caused by Hustling or Forced Marches for a number of hours equal to your caster level.
30. Channel Trickery
Requirements: Trickery Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Bluff, Disguise, or Stealth check equal to your caster level plus your Charisma bonus (minimum 1).
31. Channel War
Requirements: War Domain, ability to channel energy, any combat feat.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect the use of one combat feat that you know for 1 round.
32. Channel Water
Requirements: Water Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect racial bonus to Swim checks equal to your caster level + your Charisma modifier for 1 round per caster level; when this bonus reaches +8, your allies also gain a swim speed equal to ½ their normal land speed.
33. Channel Weather
Requirements: Weather Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and create a whirlwind within the area of effect, targeting all creatures within the area of effect with a bull rush attempt with a CMB equal to your caster level + your Charisma bonus, with a size bonus of +8 for being a colossal whirlwind. Targets are moved away from the center of the channel energy burst and take 1d6 points of non-lethal damage for every 10 feet they are moved; movement stops once the target is outside the area of effect.
| Eyolf The Wild Commoner |
Channel Plant
---> Per 1 point? so each damage it would have healed or dealt?
or per use?
Channel Protection
---> A sacred bonus to what?
Other than that..
O.o Looks like you put a heck of a lot of work into these. They look amazing. Once we got some other opinions in here. I'll probably end up using all of these. NICE work man.
| xorial |
Now that I have read this, it looks like one of those things that make you think, "Why didn't anybody think of this before?"
It make sense enough to me that I would be tempted to work this in as a class feature a cleric gets with their domain, rather than something they spend a feat on. Seems to be a great domain power.
| SmiloDan RPG Superstar 2012 Top 32 |
Channel Plant
---> Per 1 point? so each damage it would have healed or dealt?or per use?
Channel Protection
---> A sacred bonus to what?
Other than that..
O.o Looks like you put a heck of a lot of work into these. They look amazing. Once we got some other opinions in here. I'll probably end up using all of these. NICE work man.
I person per point, so a 3rd level rolling 2d6 and getting a 7 would be able to feed 7 people. Is that too powerful???
Sacred Bonus to Saving Throws. I edited it to fix it. Thanks for catching that!
| Sean FitzSimon |
Great work, man! I'm impressed. I would recommend that all the places you use caster level (duration, bonus) you should instead use 1/2 caster level. It would keep many of these, like charm, from getting really out of hand at higher levels. I mean, twice charisma bonus plus cleric level on a social check? Just TRY to get your players to fail.
I'd really like to dig through your list, but I'll have to come back. I'm on my phone right now. Good work, really!
| LoreKeeper |
We meet again SmiloDan :) - and it seems great minds think alike (or at least heartily similar): this is what I did for a cleric remake a while back.
I agree with Sean FitzSimon's assessment to use 1/2 caster level - for balance purposes I did something similar for my variant, namely use the channel "level". For example, if you would channel for 3d6, then the level would be 3. I chose not to go with caster level to ignore weird class combinations/prestige classes as well as traits/feats as factors for determining the power of a domain channel.
A problem I experienced, and that I see you have as well, is that certain uses are circumstantial or rarely useful (like Channel Air or Plant) or exceptionally powerful (like Channel Community).
Channel Community might be one of the strongest feats you presented. A level 10 cleric that focuses on channeling would have roughly 22 Charisma. This grants the cleric and her allies a +6 bonus on attacks while flanking (in addition to the normal +2 bonus) for 10 rounds. This feat by itself essentially makes a bard obsolete.
So, to bring it to a point - you've got some great ideas here, and you clearly made a lot of effort to try to make each domain have an interesting and useful effect. Well done. :)That said I think there are several cases where the ability granted is too powerful, and a few cases where the ability granted is primarily interesting for its flavor and good for an NPC, but not something that a PC picks without very good reason.
Set
|
Holy crap! I made, like six of these, and totally lost interest.
Very cool!
Channel Travel's long-term effects on Hustle / Forced March and Channel Plant's 'create food' ability are all kinds of cool.
Community and Liberation are both pretty buff, in the right circumstances. I like Earth and Weather, as well. Nice visuals and good keeping with the themes!
| SmiloDan RPG Superstar 2012 Top 32 |
Holy crap! I made, like six of these, and totally lost interest.
Very cool!
I got bored this afternoon, so I went to town on them. It actually didn't take that long to type them up. Obviously, they need some work, and some are a lot more useful than others. But some are designed to be emergency lifesavers, so they shouldn't be used too often, but when they are, will save the party.
Set
|
But some are designed to be emergency lifesavers, so they shouldn't be used too often, but when they are, will save the party.
My first notion was that Liberation might be a little too good, but then I reminded myself that Liberation, unlike Community, was a reactive application. Community allows the PCs to determine when it is useful, by setting up flanks and taking Aid Other actions, while Liberation only shines when the GM inflicts some mobility-impairing effect on the party.
My own ideas were less Domain dependent than diety dependent anyway. A Vampiric Channeling feat for followers of Urgathoa, lady of hunger and death, that restored hit points to the user whenever he channeled to inflict damage on living foes, for instance, or a Asmodean Hellfire Channeling that inflicts fire *and* negative energy damage (whichever is most convenient at the time) and has the 'Burn' quality as well, causing anyone damaged (by fire or negative energy) to have to make a reflex save or take 1d6 per round thereafter, as they catch on fire.
Your method is more generally useful, since it's not tied thematically to Golarion specific content.
| LoreKeeper |
Maybe consider toning down the powerlevel considerably - but instead of the single domain, the feat grants the channel domain effects for all the domains of a deity.
...though I would only allow this in conjunction with a deity and his/her domains - otherwise players can easily chose the 5 most delicious domains for themselves.
| Majuba |
Another balancing issue I just thought of is that using a channel feat uses up some valuable healing potential, requiring the cleric in question to make some resource management decisions.
That's one reason why you might go with LoreKeeper's idea. Taking more than one of these feats would be self-limiting. I would limit it to only the domains that the character has though. You might also consider granting Law and Good to Paladins (who would suffer more for using up a channel for this).
Did you look at Domain Powers in Dragon #342 at all? I was thinking of including those in my Kingmaker game - now I have to pick between these and those :)
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:Another balancing issue I just thought of is that using a channel feat uses up some valuable healing potential, requiring the cleric in question to make some resource management decisions.That's one reason why you might go with LoreKeeper's idea. Taking more than one of these feats would be self-limiting. I would limit it to only the domains that the character has though. You might also consider granting Law and Good to Paladins (who would suffer more for using up a channel for this).
Did you look at Domain Powers in Dragon #342 at all? I was thinking of including those in my Kingmaker game - now I have to pick between these and those :)
I don't have access to Dragon #342. I thought the requirement of having the domain that the channel domain feat is named after was evident in the requirement: Air Domain bit of the requirement. (Is that a run-on sentence or what????)
I was actually thinking of coming up with Improved and Greater versions of these feats, for mid and high level clerics, maybe requiring 7 and 13 ranks in Knowledge religion or something. Maybe an Ultimate version for 19th level.
But that's almost a hundred new feats to design. Which is kind of crazy, since none of the players in any of my groups plays a cleric! :-P
| Majuba |
I don't have access to Dragon #342. I thought the requirement of having the domain that the channel domain feat is named after was evident in the requirement: Air Domain bit of the requirement.
Oh, it's definitely clear in your feats. If you went with LoreKeeper's suggestion of making a single feat for "all the domains of a god", I'd limit it to the domains the cleric actually has.
| Bwang |
I stole shamelessly from LoreKeeper's version sometime ago, but as yet, no player has taken the step. All three who currently play with domains and channelling say the benefits are weak, not the way they are going or the like.
That said, the player of a Pelor Cleric used to love the Sun feat and even preferred it to the normal use. I never found out why...
| SmiloDan RPG Superstar 2012 Top 32 |
I stole shamelessly from LoreKeeper's version sometime ago, but as yet, no player has taken the step. All three who currently play with domains and channelling say the benefits are weak, not the way they are going or the like.
That said, the player of a Pelor Cleric used to love the Sun feat and even preferred it to the normal use. I never found out why...
Do you still have the link for them?