Dedicated Channeler


Homebrew and House Rules


The other night I was thinking about creating a variant-cleric style class that has no access to spells whatsoever, in exchange for an increased ability to channel energy. My first thought was simply to take the stats for cleric, remove all spells, and increase the energy advancemend (to +2d6 every 3 levels). But without testing it, I get the feeling it would be broken without some other tweaks. A few ideas, to consider individually and/or collectively:

I can easily see it being abused by multi-classing, so it would probably have the same "Once you leave you can't go back" restriction as monks and paladins.

I was also considering, along those lines, stipulating that you have to START OUT at first level as one to play one. The two requirements could be melded into one rule: No character with any levels in any other class may add levels in this class beyond those he already has.

another means of preventing abuse would be to stipulate that the Channel Energy dice from this class do not stack with dice from other channeling classes.

Any other suggested tweaks, or thoughts on the tweaks I've already suggested?

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It seems to me it would be a bit one-dimensional. All it would do is heal (or inflict). Might want to add some other abilities to it, even if it's just more skills and skill points. Also, you may want to come up with some ways to deal with non-hit point damage. Ways to remove ability damage and drain, ability to remove negative conditions, etc.

Maybe remove ability damage by an amount equal to 1/2 your number of channel dice. Maybe remove ability drain by an amount equal to 1/3, 1/4, or 1/5 your number of channel dice.

Maybe the ability to apply paladin mercies to the targets of the channeled energy.

The Reversed-Channeler might have the ability to cause ability damage and drain at the same rate a channeler removes them. They might also have "Spites" that apply the reverse of paladin mercies to the targets of their negative energies (sicken, nauseate, blind, frighten, etc., opponents.

You also might want to find some additional uses for channeled energy, like providing a brief benefit to those affected, like feather fall, water breathing, energy resistance, damage reduction, etc.

Go to 33 Domain Channeling Feats for inspiration.

Dark Archive

The dice of effect aren't really a problem, since they are the same level dice as a Warlock's Eldritch Blast.

A spell-less dedicated channeler could start with a couple of options for channeling (although one should automatically be healing or inflicting), and be able to pick up special channel feats as levels accrue that allow new ways to use channeled energy. A channeled protective field could hold enemies at bay or slow foes or act like a magic circle vs. X or provide endure elements / resist energy like protection.

Channel smite to their melee attacks, extra effects that come with healing, similar to a Paladin's mercies, or extra conditions that are applied with negative energy channeling, similar to an Anti-Paladin's malefices, could be neat.

An ability to use channeled energy to exorcise or purge or dispel hostile magic would make sense. It could work like dispel magic, dispel evil, banishment, dimensional anchor, etc. depending on the situation.

At 1st level and each even level, the channeler would be able to pick up another option (like warding or smiting or dispelling), or pick up an option that advances a pre-existing ability (adding mercies to healing or malefices to negative energy channeling to cause those damaged to also be sickened or temporarily fatigued or afflicted with disease, etc.). At every odd level, they gain a few extra channeling uses per day, similar to the Extra Channel feat.

They might also gain the ability to perform a lesser channeling without expending one of their daily uses, or to split up dice of channeled energy (so that a 9th level Priest-Channeler, able to heal up to 5d6 with a burst, might be able to produce a 3d6 burst and, later, a 2d6 burst, or even heal the group 1d6 at a time, to 'save healing' that would have otherwise been overkill).

Techniques that allow the Channeler to Empower, Maximize, Quicken or Widen Channeling could be cool as well, perhaps combined with restrictions like can Maximize a Channel, but by focusing it to only affect a single target or something.


If you wanna be spiteful you could totally allow people to play as one but they get a penalty associated with their key ability for every class level they gain that is not of that class :D


I like the idea of adding mercies. I'd also thought that some of the monk's non-combat features, especially the Body features and the Ki pool, could be adjusted and added to this class. I don't mind adding other class features, and things like Paladin's Mercy, smiting, and aura also seem in line with the class. Essentially, I envisioned someone who is a dedicated conduit, and I want to avoid spells because they feel more like boons from the Deity, rather than the direct channeling of the deity's power.

I also definitely like being abole to split the dice, and in fact, my mention of the ki pool could be applied to channeling dice -- instead of channeling xd6 y number of times per day, the channeler could channel a total of X*Yd6 per day, divided as he sees fit. Each other effect would cost Zd6 of channeling energy.

Dark Archive

MultiClassClown wrote:
I also definitely like being abole to split the dice, and in fact, my mention of the ki pool could be applied to channeling dice -- instead of channeling xd6 y number of times per day, the channeler could channel a total of X*Yd6 per day, divided as he sees fit.

As long as there is a cap, so that someone doesn't try to alpha strike with some ridiculous amount of d6 worth of damage in a single blast, yeah.


I could write something up for this if you want?


Set wrote:
MultiClassClown wrote:
I also definitely like being abole to split the dice, and in fact, my mention of the ki pool could be applied to channeling dice -- instead of channeling xd6 y number of times per day, the channeler could channel a total of X*Yd6 per day, divided as he sees fit.

As long as there is a cap, so that someone doesn't try to alpha strike with some ridiculous amount of d6 worth of damage in a single blast, yeah.

A logical cap would be a number of dice equal to the channeler's level. That's more dice than they could use at one time under the current rules for channelers, but definitely not an alpha strike. I'd even go so far as their levels + CHA Bonus.


Scott_UAT wrote:
I could write something up for this if you want?

Go for it, as long as you don't mind me taking it and further tweaking it.

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Maybe let them channel 3 + 1/2 their class level + their Charisma bonus times per day.

Every odd level, they gain +1d6 to their channeling potential, as normal.

At 1st level, they gain 3 types of channeling (healing, inflicting, dispelling, energy resistance, feather fall, etc.). They gain a new one at 2nd level and every 2 levels thereafter. Possibly create 4 tiers of channeling types: Improved Channeling at 8th, Greater Channeling at 14th, and a Capstone-like Ultimate Channeling at 20th.

At 3rd level, and every 3rd level thereafter, they can add a Mercy effect to their healing (or Spite to their inflicting).

At 4th level, they can reduce ability damage by an amount equal to 1/2 their number of channel dice. At 8th level, they can reduce ability drain by an amount equal to 1/4 their number of channel dice.

At levels 2, 6, 10, 14, and 18, they gain bonus feats from the following list: Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Extra Mercy, Improved Channel, Selective Channeling, Turn Undead, or any other channeling feat they qualify for.

At levels 12, 16, and 20, they learn Meta-Channeling Talents, which allow them to Empower, Enlarge, Extend, Maximize, Quicken, or Widen their channeling by increasing the number of channel energy uses proportionate to the meta-magic feats of the same name.

At levels 5, 11, and 17, they learn Channel Shaping Talents, allowing them to learn to channel in a cone with a radius equal to double their normal channel energy sphere, a line with a range equal to Medium Range (100 feet + 10 feet per level), a ray with a range of Long Range (400 feet + 40 feet per level), or a Starburst with a range of Close Range (25 feet + 5 feet per 2 levels) centered on the Channeler and only affecting a specific number of targets equal to his Channeler number.

At levels 7, 13, and 19, the size of their channel energy dice increase to 1d8, 1d10, and 1d12, respectively.

At 20th level, they gain the capstone ability to channel energy and choose to manifest 2 channel effects at the same time, such as healing and energy resistance, or inflicting damage and dimensional anchor, etc. etc.


MultiClassClown wrote:
Scott_UAT wrote:
I could write something up for this if you want?
Go for it, as long as you don't mind me taking it and further tweaking it.

Yeah. I'll knock it out soon and you can go nuts with it so long as I get a mention that I did the grunt work :D


Scott_UAT wrote:
MultiClassClown wrote:
Scott_UAT wrote:
I could write something up for this if you want?
Go for it, as long as you don't mind me taking it and further tweaking it.
Yeah. I'll knock it out soon and you can go nuts with it so long as I get a mention that I did the grunt work :D

Only fair.

RPG Superstar 2012 Top 32

Hedgewitch

Alignment: Non-evil.

BAB: +1/2 (as wizard)
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Appraise, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana, history, local, nature, religion), Profession, Sense Motive, Survival, Use Magic Device.

Skill Ranks Per Level: 4 + Intelligence modifier.

Hedgewitches are proficient in all Simple Weapons. They are proficient in Light Armor but not with Shields.

LEVEL ABILTIY

1. Channel Energy 1d6, Channel Types, Hedgewitch’s Health
2. Bonus Feat, Channel Type
3. Channel Energy 2d6, Mercy
4. Ability Damage Healing, Channel Type
5. Channel Energy 3d6, Channel Shaping
6. Bonus Feat, Channel Type, Mercy
7. Channel Energy 4d8
8. Ability Drain Healing, Channel Type, Improved Channel
9. Channel Energy 5d8, Mercy
10. Bonus Feat, Channel Type
11. Channel Energy 6d8, Channel Shaping
12. Channel Type, Mercy, Meta-channeling Talent
13. Channel Energy 7d10
14. Bonus Feat, Channel Type, Greater Channel
15. Channel Energy 8d10, Mercy
16. Channel Type, Meta-channeling Talent
17. Channel Energy 9d10, Channel Shaping
18. Bonus Feat, Channel Type, Mercy
19. Channel Energy 10d12
20. Channel Energy Mastery, Channel Type, Meta-channeling Talent, Ultimate Channel

Channel Energy (Su). At 1st level, a hedgewitch learns how to channel positive energy. He can do this a number of times per day equal to 3 + ½ his class level + his Charisma bonus. The Save DC, if any, of the hedgewitch’s channel energy ability is equal to 10 + ½ his class level + his Charisma modifier. As a standard action, the hedgewitch can channel energy to heal an amount of damage equal to 1d6, plus 1d6 per 2 levels thereafter. At levels 7, 13, and 19, the size of his channel energy dice increase to 1d8, 1d10, and 1d12, respectively. Alternatively, the hedgewitch can cause damage to undead equal to this amount; they receive a Will Save for half damage.

Channel Types (Su). At 1st level, the hedgewitch learns 2 additional channel energy types from the list of Channel Types. At 2nd level, and every 2 levels thereafter, he learns an additional channel energy type. Beginning at 8th level, he can select a channel energy type from the list of Improved Channel Energy Types. At 14th level, he can begin to select channel energy types from the list of Greater Channel Energy Types. At 20th level, he may select a channel energy type from the list of Ultimate Channel Energy Types.

Hedgewitch’s Health (Ex). A hedgewitch’s constant exposure to positive energy has infused his body with extraordinary durability. Beginning at first level, every time the hedgewitch gains a level, he adds his Charisma bonus, if any, to his hit point total in addition to his Constitution modifier. This ability only applies to levels gained in hedgewitch; if a hedgewitch multi-classes, he does not add his Charisma bonus to the hit points gained from any non-hedgewitch class.

Bonus Feats. At levels 2, 6, 10, 14, and 18, the hedgewitch gains a bonus feat from the following list: Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Extra Mercy, Improved Channel, Selective Channeling, Turn Undead, or any other channeling feat he qualifies for.

Mercy (Su). At 3rd level, and every 3rd level thereafter, the hedgewitch can add a Mercy effect to the targets of his channel energy ability. See the paladin class ability of the same name for the effects of the various Mercies.

Ability Damage Healing (Su). At 4th level, a hedgewitch can reduce ability damage by an amount equal to 1/2 their number of channel energy dice.

Channel Shaping (Su). Beginning at 5th level, the hedgewitch learns how to change the shape of his channel energy bursts. At 5th, 11th, and 17th level, the hedgewitch chooses one of the following Channel Shapes:
Cone. The hedgewitch can channel energy in a cone with a radius equal to double their normal channel energy sphere’s radius. The apex of the cone must be adjacent to the hedgewitch.
Line. The hedgewitch can channel energy in a line with a range equal to Medium Range (100 feet + 10 feet per level).
Ray. The hedgewitch can channel energy in a ray with a range of Long Range (400 feet + 40 feet per level). The hedgewitch must make a ranged touch attack to successfully target a creature with the channel energy ray.
Starburst. The hedgewitch can channel energy so that it affects 1 target per class level within Close Range (25 feet + 5 feet per 2 levels) of himself.

Ability Drain Healing (Su). At 8th level, a hedgewitch can reduce ability drain by an amount equal to 1/4 their number of channel energy dice.

Meta-channeling Talent (Su). At levels 12, 16, and 20, the hedgewitch learns how to alter his channel energy ability by applying meta-channeling effects to his channel energy uses. At level 12, 16, and 20, he selects one of the following effects: Empower, Enlarge, Extend, Maximize, Quicken, or Widen. This allows him to Empower, Enlarge, Extend, Maximize, Quicken, or Widen his channeling by increasing the number of channel energy uses proportionate to the meta-magic feats of the same name. For example, an Empowered Channel Energy uses up 3 daily uses of the hedgewitch’s daily allotment of channel energy uses. A hedgewitch can apply multiple meta-channeling talents to a single instance of channel energy; the extra amount of daily uses stacks. A hedgewitch can forgo one of his bonus feats at level 14 or 18 to select an additional meta-channel talent in its place.

Channel Energy Mastery (Ex). At 20th level, the hedgewitch gains the ability to spend one daily use of his channel energy ability and apply a number of channel energy types equal to ½ his Charisma bonus (minimum 2) to those affected by the channeled energy.

OK, now all I have to do is come up with 4 tiers of additional channel energy types! Hopefully, my 33 channel feats will be of help for that.


He beat me to it :D


From a cursory glance, the only objection I have is the name. I was going more for the mystic holy man angle. Otherwise, it looks pretty good.

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MultiClassClown wrote:
From a cursory glance, the only objection I have is the name. I was going more for the mystic holy man angle. Otherwise, it looks pretty good.

I stole the name from an anti-warlock class I'd been working on for 3.5. It was basically an at-will healer with invocations that either aided allies or hindered (but did not damage) opponents. Well, not much.


SmiloDan wrote:
MultiClassClown wrote:
From a cursory glance, the only objection I have is the name. I was going more for the mystic holy man angle. Otherwise, it looks pretty good.
I stole the name from an anti-warlock class I'd been working on for 3.5. It was basically an at-will healer with invocations that either aided allies or hindered (but did not damage) opponents. Well, not much.

*chuckles* Not unless said enemy is undead....

Scarab Sages

This would make a very difficult npc (healing the main fighters), while I don't know if it would be versatile enough to be a PC in an average size group.

This would make an awesome cohort, though.

I like the meta-channeling

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CHANNEL TYPES

Channel Air
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 on Constitution checks to hold their breath equal to your Charisma bonus for a number of minutes equal to your caster level.

Channel Animal
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.

Channel Artifice
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.

Channel Chaos
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).

Channel Charm
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.

Channel Community
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 1 round. The attack and damage bonus of flanking allies also increase by an amount equal to your Charisma bonus (minimum 1) during this time.

Channel Damage Reduction
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 DR 5/- for 1 round. At 8th level, this increases to DR 10/-. At 14th level, this increases to DR 15/-. At 20th level, this increases to DR 20/-.

Channel Darkness
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).

Channel Death
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.

Channel Destruction
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.

Channel Earth
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.

Channel Elemental Energy Resistance
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 energy resistance 10 to acid, cold, electricity, fire, or sonic for 1 round. At 8th level, this increases to energy resistance 20. At 14th level, this increases to energy resistance 30. At 20th level, this increases to immunity to the selected energy.

Channel Evil
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).

Channel Fire
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.

Channel Glory
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 Charisma bonus (minimum 1 round).

Channel Good
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).

Channel Healing
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.

Channel Knowledge
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. You must be trained in the Knowledge check you make.

Channel Law
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).

Channel Liberation
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).

Channel Luck
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.

Channel Madness
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.

Channel Magic
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.

Channel Negative Energy
You can spend one of your daily uses of channel energy and cause negative energy damage to all creatures in the area of effect. Creatures in the area of effect may make a Will save for half damage. Alternatively, you can choose to heal undead in the area of effect.

Channel Nobility
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.

Channel Non-lethal Damage
You can spend one of your daily uses of channel energy and cause an amount of non-lethal damage equal to the amount of healing it normally would cause. Creatures in the area of effect may make a Will save for half damage.

Channel Plant
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.

Channel Protection
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 equal to your Charisma bonus (minimum 1) for 1 round.

Channel Repose
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.

Channel Rune
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. 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.

Channel Strength
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.

Channel Sun
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.

Channel Travel
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.

Channel Trickery
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.

Channel War
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.

Channel Water
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. You can spend one of your daily uses of channel energy as a full round action to get a create water effect.

Channel Weather
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.

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IMPROVED CHANNEL TYPES

Improved Channel Air
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 fly spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your level for a number of minutes equal to your level.

Improved Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect a number of hit dice of animals and magical beasts equal to your channel energy result with an animal trance spell. Alternatively, you can spend a full round action to channel energy and affect a number of animals equal to your Charisma bonus with a dominate animal effect.

Improved Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and choose to use either a minor creation or fabricate effect.

Improved Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and subject all opponents within the area of effect of your channel energy ability with a chaos hammer effect.

Improved Channel Charm
You can spend one of your daily uses of channel energy as a swift action and target a number of humanoids equal to your Charisma bonus with charm person for a number of rounds equal to your level or target a single creature with a charm monster effect with a duration of 1 hour per level.

Improved Channel Community
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 level for a 1 round. The attack bonus of flanking allies also increase by an amount equal to your level during this time. The damage bonus of flanking allies increase by a number d6s equal to your Charisma bonus.

Improved Channel Damage Reduction
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 DR 5/- for a number of rounds equal to your Charisma bonus. At 14th level, this increases to DR 10/-. At 20th level, this increases to DR 15/-.

Improved Channel Darkness
You can spend one of your daily uses of channel energy as a swift 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 level. 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 level.

Improved Channel Death
Any creature killed by your ability to channel negative energy is animated as a skeleton or zombie (your choice) for a number of hours 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.

Improved Channel Destruction
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 and Greater Sunder feats 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.
They also ignore a number of points of hardness equal to your level on items they use the Sunder combat maneuver against.

Improved Channel Earth
You can spend one of your daily uses to channel energy as a standard action and create a region of spike stones 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 level. They also gain DR equal to your level against the spike stones effect. These effects last for a number of rounds equal to your caster level.

Improved Channel Elemental Energy Resistance
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 energy resistance 20 to acid, cold, electricity, fire, or sonic for a number of rounds equal to your Charisma bonus (minimum 1 round). At 14th level, this increases to energy resistance 30. At 20th level, this increases to immunity to the selected energy.

Improved Channel Evil
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with an unholy blight effect.

Improved Channel Fire
You create a Wall of Fire effect with radius up to 30 feet and a duration of 1 round per level. You can choose if it burns towards or away from the center. Alternatively, you can grant all allies with in the area of effect of your channel energy the benefits of a fire shield spell with a duration equal to your Charisma bonus.

Improved Channel Glory
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 to AC equal to your Charisma bonus (minimum 1 round) for a number of rounds equal to your caster level.

Improved Channel Good
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with a holy smite effect.

Improved Channel Healing
You can spend one of your daily uses to channel energy as an immediate action and grant all your allies within the area of effect a number of bonus hit points equal to your Charisma bonus multiplied by your level for 1 round.

Improved Channel Knowledge
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. You may take 10 on this knowledge check, and you do not need to be trained in the Knowledge check you make.

Improved Channel Law
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with an order’s wrath effect.

Channel Liberation
You can spend one of your daily uses of channel energy as an immediate action and subject all opponents to your choice of a dimensional anchor or dismissal effect.

Improved Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and grant a single ally or force a single opponent to make a reroll on any one roll that they have just made before the results of the roll are revealed. You may choose to add your Charisma bonus to your ally’s roll or subtract your Charisma bonus from your opponent’s roll. You must take the result of the reroll, even if it’s worse than the original roll.

Improved Channel Madness
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 level as well as take a penalty on all Will Saves equal to your Charisma bonus (minimum 1). They are allowed a Will saving throw with a DC of 10 + ½ your cleric level + your Charisma modifier to negate the confusion and halve the penalty to their Will Saves.

Improved Channel Magic
You can spend one of your daily uses of channel energy as a an immediate action and automatically counterspell a single spell cast by an opponent. You can spend one of your daily uses of channel energy and use a dispel magic effect.

Improved Channel Negative Energy
You are healed by negative energy and harmed by positive energy as if you were undead.

Channel Nobility
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 suggestion spell effect for a number of mnutes 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.

Improved Channel Non-lethal Damage
You can spend one of your daily uses of channel energy as a standard action and cause all opponents within the area of effect that fail a Fortitude to become stunned for 1 round.

Improved Channel Plant
You can spend one of your daily uses of channel energy as a full-round action use a plant growth effect.

Improved Channel Protection
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 to their Saving Throws equal to your Charisma bonus (minimum 1) for 1 round per level.

Improved Channel Repose
You can spend one of your daily uses of channel energy and grant all allies within the area of effect a death ward effect for a number of rounds equal to your Charisma bonus.

Improved Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in a number of squares equal to your Charisma bonus. Any creature entering one of these squares is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy type). 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. 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.

Improved Channel Strength
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 a bonus to Strength checks and attack and damage rolls equal to your Charisma bonus for 1 a number of rounds equal to your level.

Improved Channel Sun
Whenever you channel positive energy to harm undead creatures, they lose their Turn Resistance, if any, and they must make a Reflex Save with a DC of 10 + ½ your caster level + your Charisma modifier or take damage equal to 1 channel energy die each round until they successfully save. Whenever you channel positive energy to heal living creatures, they gain darkvision 60 feet, lowlight vision, and see invisibility for a number of rounds equal to your Charisma bonus.

Improved Channel Travel
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 haste effect for a number of rounds equal to your Charisma bonus. 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 level against the non-lethal damage caused by Hustling or Forced Marches for a number of hours equal to your caster level.

Improved Channel Trickery
You can spend one of your daily uses of channel energy as a swift action and grant yourself the benefits of Alter Self, Glibness, or Greater Invisibility with a caster level equal to your class level.

Improved Channel War
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 two combat feats that you know for a number of rounds equal to your Charisma bonus.

Improved Channel Water
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect water breathing for a number of hours equal to your level. You can spend one of your daily uses of channel energy to use a control water effect.

Improved Channel Weather
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 channel energy result, 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 does not stop when the target is outside the area of effect.

RPG Superstar 2012 Top 32

GREATER CHANNEL TYPE

Greater Channel Air
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 fly spell for a number of minutes equal to your level. In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your level for a number of hours equal to your level.

Greater Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect a number of hit dice of animals and magical beasts equal to your channel energy result with an animal trance spell. Alternatively, you can spend a full round action to channel energy and affect a number of animals equal to your Charisma bonus with a dominate animal effect.

Greater Channel Artifice
You can spend one of your daily uses of channel energy as a standard action use either an animate objects or major creation effect.

Greater Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect to a word of chaos effect.

Greater Channel Charm
You can spend one of your daily uses of channel energy as a swift action and target a number of creatures equal to your Charisma bonus with charm monster for a number of minutes equal to your level or target a single creature with a dominate person effect with a duration of 1 hour per level.

Greater Channel Community
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 level for a 1 round. The attack bonus of flanking allies also increase by an amount equal to your level during this time. The damage bonus of flanking allies increase by a number d6s equal to your Charisma bonus.

Greater Channel Damage Reduction
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 DR 10/- for a number of rounds equal to your level. At 20th level, this increases to DR 15/-.

Greater Channel Darkness
You can spend one of your daily uses of channel energy as a standard action and fill the area of effect with a black tentacles effect with a duration equal to a number of rounds equal to your level. In addition, the area is filled with negative energy that causes 2 points of Constitution drain per round.

Greater Channel Death
Any creature killed by your ability to channel negative energy is animated as if subjected to a create undead effect. 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.

Greater Channel Destruction
You can spend one of your daily uses to channel energy as a standard action and use a disintegrate effect.

Greater Channel Earth
You can spend one of your daily uses to channel energy as a standard action and use either move earth, stone shape, or wall of stone.

Greater Channel Elemental Energy Resistance
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 energy resistance 20 to a number of energy types (acid, cold, electricity, fire, or sonic) equal to ½ your Charisma bonus for a number of rounds equal to your level. At 20th level, these increase to energy resistance 30.

Greater Channel Evil
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect to a blasphemy effect.

Greater Channel Fire
You can spend 1 of your daily uses of channel energy as a standard action and fill the area of effect with fire that causes damage equal to your channel energy amount each round for a number of rounds equal to your Charisma bonus. This damage is half fire damage and half divine energy that is not subject to energy resistance or immunity. Targets within the area of effect can make a Reflex Save for half damage each round. Targets that have taken fire damage and manage to leave the area of effect may have caught on fire. They must make a Reflex save every round until successful or take an amount of damage equal to one of your channel energy dice.

Greater Channel Glory
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect an aura of shining light that grants each of them a 20% miss chance for a number of rounds equal to your level.

Greater Channel Good
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with a holy word effect.

Greater Channel Healing
You can spend one of your daily uses to channel energy as a standard action and grant all your allies within the area of effect your choice of restoration or regeneration.

Greater Channel Knowledge
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. You may take 20 on this knowledge check, and you do not need to be trained in the Knowledge check you make. Alternatively

Greater Channel Law
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with a dictum effect.

Greater Channel Liberation
You can spend one of your daily uses of channel energy as an immediate action and subject all opponents to your choice of a banishment or repulsion effect.

Greater Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and grant a single ally or force a single opponent to make a reroll on any one roll that they have just made before the results of the roll are revealed. You may choose to add your level to your ally’s roll or subtract your level from your opponent’s roll. You must take the result of the reroll, even if it’s worse than the original roll.

Greater Channel Madness
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 an insanity effect as well as take a penalty to Wisdom equal to your level. They are allowed a Will saving throw to negate the insanity and halve the penalty to their Wisdom.

Greater Channel Magic
You can spend one of your daily uses of channel energy as a an immediate action and grant all your allies in the area of effect spell resistance equal to 12 + your level. You can spend one of your daily uses of channel energy and use a greater dispel magic effect.

Greater Channel Negative Energy
You can spend one of your daily uses of channel energy and subject all opponents within the area of effect with a number of negative levels equal to your Charisma bonus. They are allowed a Fortitude Save for half damage.

Channel Nobility
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 suggestion spell effect for a number of minutes equal to your Charisma bonus (minimum 1). The targets of this effect are allowed a Will Save to negate this effect.

Greater Channel Non-lethal Damage
You can spend one of your daily uses of channel energy as a standard action and cause all opponents within the area of effect that fail a Fortitude Save to become paralyzed for 1 round per level.

Greater Channel Plant
You can spend one of your daily uses of channel energy as a standard action to fill the area of effect with your choice of a wall of thorns or repel wood effect.

Greater Channel Protection
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect immunity to spells of a level that is less than or equal to half your Charisma bonus for 1 round.

Greater Channel Repose
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 breath of life effect.

Greater Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in a number of squares equal to your class level. Any creature entering one of these squares is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy type). The rune is invisible and lasts a number of hours equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. 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.

Greater Channel Strength
You can spend one of your daily uses of channel energy as a swift action and grant your allies within the area of effect a sacred bonus to their Strength scores equal to your level a number of rounds equal to your level.

Greater Channel Sun
Whenever you channel positive energy to harm undead creatures, they lose their Turn Resistance, if any, and they must make a Reflex Save with a DC of 10 + ½ your caster level + your Charisma modifier or take damage equal to 3 channel energy dice each round until they successfully save. Whenever you channel positive energy to heal living creatures, they gain darkvision 120 feet, lowlight vision, and true seeing for a number of rounds equal to your Charisma bonus.

Greater Channel Travel
You can spend one of your daily uses of channel energy as an immediate action and dimension door your allies within the area of effect. You can spend one of your daily uses of channel energy as a full round action and use greater teleport on a number of allies equal to your level that are within the area of effect.

Greater Channel Trickery
You can spend one of your daily uses of channel energy as a swift action and grant yourself the benefits of mislead, polymorph, or seeming with a caster level equal to your class level. You can spend one of your daily uses of channel energy as a full round action and grant all your allies the benefits of Disguise Self or Invisibility for a number of rounds equal to your class level.

Greater Channel War
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 three combat feats that you know for a number of rounds equal to your level.

Greater Channel Water
You can spend one of your daily uses of channel energy as a standard action and fill the lungs of the creatures in the area of effect with water for a number of minutes equal to your Charisma bonus. They must hold their breath or drown. Typically, they can hold their breath for a number of rounds equal to twice their Constitution score, then each round they must make a Constitution check DC 10 + 1 per previous check, or begin to drown.

Greater Channel Weather
You can spend one of your daily uses of channel energy as a standard action and for a number of rounds equal to your level, you can call down a number of lightning strikes. Each lightning strike does damage equal to your channel energy amount, with a Reflex Save for half damage. You can call down as many lightning strikes in a round as you wish, up to your level; each time you call down a lightning strike, it reduces the duration by 1 round. You can only target a single creature with each lightning strike (swarms count as a single creature for the purposes of this effect).

RPG Superstar 2012 Top 32

ULTIMATE CHANNEL TYPES

Ultimate Channel Air
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 an overland flight or wind walk effect for a number of hours equal to your level. In addition, they do not need to breathe for a number of hours equal to your level.

Ultimate Channel Animal
You can spend one of your daily uses of channel energy as a standard action and grant your allies the benefits of the animal shapes effect.

Ultimate Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and grant all targets you choose with in the area of effect an iron body or polymorph any object effect

Ultimate Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and subject all within the area of effect to a cloak of chaos effect.

Ultimate Channel Charm
You can spend one of your daily uses of channel energy as a swift action and target a number of humanoids equal to your Charisma bonus with dominate person for a number of days equal to your level or target a single creature with a dominate monster effect with a duration of 1 day per level.

Ultimate Channel Community
You can spend one of your daily uses of channel energy as a standard action and all allies in the area of effect benefit from a telepathic bond with a duration of one hour per level.

Ultimate Channel Damage Reduction
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 DR 20/- for a number of minutes equal to your Charisma bonus.

Ultimate Channel Darkness
You can spend one of your daily uses of channel energy as a standard action either fill the area of effect with a black tentacles effect combined with a field of negative energy that gives 1 negative level a round for a number of round equal to your level, or a weird effect.

Ultimate Channel Death
Any creature killed by your ability to channel negative energy is animated by a greater create undead effect. 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.

Ultimate Channel Destruction
You can spend one of your daily uses to channel energy as a standard action and subject all opponents in the area of effect to a destruction spell effect.

Ultimate Channel Earth
You can spend one of your daily uses to channel energy as a standard action cause an earthquake effect to fill the area of effect. You can spend one of your daily uses of channel energy and target a number of creatures in the area of effect with a flesh to stone or stone to flesh effect.

Ultimate Channel Elemental Energy Resistance
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 immunity to acid, cold, electricity, fire, and sonic damage for a number of rounds equal to your Charisma bonus.

Ultimate Channel Evil
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect with an unholy aura effect.

Ultimate Channel Fire
You can spend 1 of your daily uses of channel energy as a standard action and fill the area of effect with fire that causes damage equal to your channel energy amount each round for a number of rounds equal to your Charisma bonus. This damage is half fire damage and half divine energy that is not subject to energy resistance or immunity. Targets within the area of effect can make a Reflex Save for half damage each round. Targets that have taken fire damage and manage to leave the area of effect may have caught on fire. They must make a Reflex save every round until successful or take an amount of damage equal to five of your channel energy dice.

Ultimate Channel Glory
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 shining aura that grants them a 50% miss chance for a number of rounds equal to your level.

Ultimate Channel Good
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect with a holy aura effect.

Ultimate Channel Healing
You can spend one of your daily uses to channel energy as a standard action and grant all your allies within the area of effect your choice of either greater restoration or heal.

Ultimate Channel Knowledge
You can spend one of your daily uses to channel energy as a swift action grant each of your allies in the area of effect the benefit of either moment of prescience or foresight.

Ultimate Channel Law
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect with a shield of law effect.

Ultimate Channel Liberation
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect the benefits of a mindblank effect.

Ultimate Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and replace the results of any d20 roll (either yours or another’s) with either a natural 20 or a natural 1. You may choose to add or subtract your level to the results of the roll as well.

Ultimate Channel Madness
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 an insanity effect as well as take a penalty to Wisdom equal to your level. They are allowed a Will saving throw to negate the insanity and halve the penalty to their Wisdom.

Ultimate Channel Magic
You can spend one of your daily uses of channel energy as a an immediate action and target a single creature. It must make a Fortitude Save or be unable to cast spells, use spell-like abilities, or use supernatural abilities for a number of rounds equal to your Charisma bonus. You can spend one of your daily uses of channel energy as a standard action and fill the area of effect with an antimagic field for 1 round.

Ultimate Channel Negative Energy
You can spend one of your daily uses of channel energy as a standard action and target all opponents with in the area of effect. They take a number of negative levels equal to your Charisma bonus. 24 hours later, they must make a Fortitude Save for each negative level or it becomes permanent.

Ultimate Channel Nobility
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 suggestion spell effect for a number of hours equal to level. The targets of this effect are allowed a Will Save to negate this effect.

Ultimate Channel Non-lethal Damage
You can spend one of your daily uses of channel energy as a standard action and cause all opponents within the area of effect to take an amount of non-lethal damage equal to their current hit points. They can make a Fortitude Save to suffer half damage.

Ultimate Channel Plant
You can spend one of your daily uses of channel energy as a standard action use an animate plants or command plants effect.

Ultimate Channel Protection
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect immunity to spells of a level that are less than or equal to your Charisma bonus for 1 round.

Ultimate Channel Repose
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 true resurrection effect. They must have died within 1 round to benefit from this effect.

Ultimate Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in a number of squares equal to your Charisma bonus multiplied by your level. Any creature entering one of these squares is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy type). The rune is invisible and lasts a number of days equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. 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.

Ultimate Channel Strength
You can spend one of your daily uses of channel energy as a swift action and grant your allies within the area of effect a sacred bonus to their Strength scores equal to your level for a number of hours equal to your level.

Ultimate Channel Sun
Whenever you channel positive energy to harm undead creatures, they lose their Turn Resistance, if any, and they must make a Reflex Save with a DC of 10 + ½ your caster level + your Charisma modifier or take damage equal to 5 channel energy die each round until they successfully save. Whenever you channel positive energy to heal living creatures, they gain darkvision 240 feet, superior lowlight vision, and true seeing for a number of rounds equal to your level.

Improved Channel Travel
You can spend one of your daily uses of channel energy as an immediate action and teleport your allies within the area of effect. You can spend one of your daily uses of channel energy as a full round action and use plane shift on a number of allies equal to your level that are within the area of effect.

Improved Channel Trickery
You can spend one of your daily uses of channel energy as a standard action and grant your allies within the area of effect the benefits of Alter Self, Glibness, or Greater Invisibility with a caster level equal to your class level.

Ultimate Channel War
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 four combat feats that you know for a number of minutes equal to your level.

Ultimate Channel Water
You can spend one of your daily uses of channel energy as a standard action and fill the lungs of the creatures in the area of effect with water for a number of minutes equal to your Charisma bonus. They must hold their breath or drown. They must make a Constitution check DC 10 + 1 per previous check, or begin to drown.

Ultimate Channel Weather
You can spend one of your daily uses of channel energy as a standard action and fill the area of effect with a reverse gravity effect that is 10 feet high per level.

RPG Superstar 2012 Top 32

Anyone out there have a better name than hedgewitch?


Why do you have to have Channel tyes, Improved Channel, Greater Channel and Ultimate channel? Couldnt you just cut down on how many they get and let them scale with level? As of now the Paperwork and list is going to be huge.

EDIT: This is going to take a lot of time to make sure nothing is broken


Ok I have been going through the Channel types. Question, Can you go back a power? For example, I have Channel Liberation. So I can give Freedom of Movement as a Immediate action for a use of channel. The improved version allows for me to subject all my opponents in the area to Dimensional Anchor or Dismissal effect. So if I select the Improved verson, can I use the lesser version? Also, how does the Ability Drain Ability Damage healing work. Its vague.

Also after drawing up a character I can say I think this can get broken fast if the rest of the party begins building around what the channeler can do.

At level 8 the community channel could be giving 5d6 dmg increase to flankers along with a massive plus to hit.

Darkness channel can give allies ability to see in regular darkness and magical darkness. This combined with a wizard using a 2nd level darkness spell could end encounters. Assuming the bad guys can run out of the darkness, the party will just range attack them to death.

I will say being you gave them only simple weapons, only light armor, and 1/2 BAB its very possible that these abilities arnt over powered. Cause after drawing up a rough draft of one. All i can think of is, what else do i do with my turns.

RPG Superstar 2012 Top 32

Slacker2010 wrote:

Ok I have been going through the Channel types. Question, Can you go back a power? For example, I have Channel Liberation. So I can give Freedom of Movement as a Immediate action for a use of channel. The improved version allows for me to subject all my opponents in the area to Dimensional Anchor or Dismissal effect. So if I select the Improved verson, can I use the lesser version? Also, how does the Ability Drain Ability Damage healing work. Its vague.

Also after drawing up a character I can say I think this can get broken fast if the rest of the party begins building around what the channeler can do.

At level 8 the community channel could be giving 5d6 dmg increase to flankers along with a massive plus to hit.

Darkness channel can give allies ability to see in regular darkness and magical darkness. This combined with a wizard using a 2nd level darkness spell could end encounters. Assuming the bad guys can run out of the darkness, the party will just range attack them to death.

I will say being you gave them only simple weapons, only light armor, and 1/2 BAB its very possible that these abilities arnt over powered. Cause after drawing up a rough draft of one. All i can think of is, what else do i do with my turns.

Ooh! Lots of good points!!!

I initially didn't expect to have 4 tiers per "domain." I just got a little hung up on some. I'll probably have to rework it and definitely narrow down a lot of the different channel types.

Also, you're right about what else are they good for? Channeling is a pretty limited resource, especially in the low-mid levels. And once they get higher level and have meta-channeling novas, they might even get LESS uses per day of their main ability.

Maybe give them some more skill points and social/knowledgey/sensory skills?

Maybe give them some "reserve feat-like" abilities based on the number of channel uses they have left? Like a positive-energy ray that does 1 point of damage per channel use left, that does non-lethal to the living and damages undead?

Or a mechanism to use Channel Energy for free once every so often, like once every 1d12 rounds? But we don't want so much free healing that the party is at full hit points every encounter.

Hmmmm.....


Ok I stated up a rough draft of a "Hedgewitch" and you should do it to see what you are working with. Because of the 1/2 BAB and lack of weapon and armor proficiency, I think we can aggree "she" (I roled up human female) will be trying to avoid melee. With the number of knowledges and the 4+ skill points per level, I thought she would be best to focus on that. I used a 20 point buy and created her at level 10 with standard starting gear.

Stats

STR = 8
DEX = 12
CON = 10
INT = 14
WIS = 12
CHA = 17 + 2 racial + 2 ability up (lvl 4 & 8)+ 4 (items) = 25

The head band of Charisma would only take 1/4 of her starting money. And with just this set up she will have a CHA mod of +7 (probably this isnt even the most optimal, but I had a character concept in mind)

On top of this, for the same reason she doesnt need her strength, there are not a lot of feats she needs. I had more than enough with just regular progression and still had spare to pick up Roleplaying feats (or lets call it character concept feats). With the Bonus Feats she gets at level 2, 6, and 10 I took Extra Channeling cause I figured she need more attempts.

Starting out this gives her that CHA mod of +7 with 21 channeling uses per day! So keep that in mind while thinking she will run out. With the average of 3 or 4 encounters per day, she still has 5+ uses per encounter.

Ok, lets run over the Channel types that need to be addressed:

Improved (and Greater) Channel Chaos/Law/Evil/Good are emulating a spell that clerics get at level 7 (and 13). So she gets this spell one level later (like a oracle) and can possible cast it 21 times in a day. Well I guess at level 8 you can put channels to 17 times. Still this is like the cleric having that many spell slots of there highest level. At 14 when they are doing the next version they will have 23 or more channels. These need to be scaled back.

Improved, Greater, and Ultimate Charm you are using a SWIFT action to use a spell that has 7x the number of targets the Arcane/Divine caster gets. So not only is it faster, you can use it more often, and it hits your CHA mod in targets. I think these would be ok if made standerd actions and only one target like the spell.

Improved (and Greater) Channel Elemental Energy I think are both too strong cause they are Immediate actions. This is just way too awesome. Not only can they do it in response to someone, if that someone doesn't use an elemental they dont even have to burn the channel. They need to be Standard actions.

Regular and Improved Channel Glory are just broken. My sample character can give 7ac buff that stacks with everything else! Improved can even do it as a immediate action. These need to be scaled to level. Say 1+ CL/4 bonus to AC, or you can change the bonus type and make it little more powerful. Its broken at level 10, its even worse if I would make a level 1-4 character.

I had problems with most of the Liberation line. The first one needs to be a Improved channel with a lot less duration. Freedom of Movement is a 4th level spell, They shouldnt get it at level 1. The other powers have the oppsite effect of Liberation. I realize they are used on your opponents, but I think sticking with Theme you should keep them buffs.

Last one I got to was Madness, and like Glory its very broken. At level 1 you can use a 4th level spell. The Improved version your giving them a penalty on the save = to your CHA mod! This would be a -7 to save. YEA, too much. Even feats for focusing in a school of magic only give -2. Rest of madness is too much also.

Well thats as far as I got, Magic and farther down need to be looked at. But the class needs to be reworked. If you want to keep the 1/2 BAB, then I would take away the good fort save also. If you do that, and fix few of the powers I dont think it would be too bad off. Otherwise give it a 3/4 BAB and nerf the powers alot. Also what if you gave alot less types and let them scale with level? So if I picked up Healing at level 1 then as I level I would have access to Improved and Greater versions? You could also make them follow a god and only select the channels that match domains. I think this would stop mixing and matching to abuse powers.

But all together I do like the Idea


SmiloDan wrote:
Anyone out there have a better name than hedgewitch?

Channeler?

Theurge?

Thaumagure?

Vicar?

Obeahist?

Personally I think call it what it is a Channeler!

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