Building a Channel feat, looking for some advice.


Homebrew and House Rules

RPG Superstar 2009 Top 8

Hey everyone,

Basically, I am designing a feat that improves a character's channel ability by adding their Charisma modifier to the amount healed/dealt.

The problem is I'm not sure what the right amount is. Just adding their Cha. mod seems fine at low levels but kind of weak at higher ones and adding their Cha. mod per die seems too strong at higher levels.

What do you think is a happy medium?

Also, what do you think about the idea of [MetaChannel] feats? Now that channel energy does d6's, you could empower or maximize them. You could widen them or even quicken them, just like metamagic feats. I figure they would cost channel energy uses to power.

Anyway, just some ideas I had floating around.

RPG Superstar 2012 Top 8

Maybe add their CL + Charisma Mod to the channel? Favours high Charisma at lower levels, but balances out at higher levels.

Don't know how balanced it is, but it's an attempt to address the issue of scaling.


I'm sure if change the formulae for the save DC from:
10+(1/2 CL)+Cha MOD
to
10+CL+Cha MOD
you could have the damage increase that would scale with level in the form of harder DC's.
Just a thought.

RPG Superstar 2009 Top 8

Hey,

I decided to let the feat add 1/2 their Cha. bonus to each d6 rolled but to do so increases the cost to 2 channel energy attempts.

It was either that or let them add an amount equal to their Cha. mod x the number of extra channel energy uses they spent but I figured you would end up with clerics going 'supernova' all over the place.

Thought I would mention it to give this thread some closure.

Liberty's Edge

Else you can make a Feat chain : "Channeling Grace" gives you a +CHA modifier bonus per die for up to 3 channeling d6, "Improved Channeling Grace" does the same for up to 6 channeling d6 and "Greater Channeling Grace" the same for up to 9 channeling d6

RPG Superstar 2012 Top 32

I like Shiverscar's idea. It gives a significant boost at lower levels, but also scales with level, so it will always be useful.

And I LOVE the idea of meta-channel feats!!!!

Extend Channel Energy can have the healing last 2 rounds, so the cleric can heal, and then heal again and still get a full round's worth of actions done in the 2nd round.

I think there should also be ways to shape the channel energy area. Such as a cone with a range equal to double the normal radius, a line with a range of medium (100 feet + 10 feet per CL), and a ray that requires a ranged touch attack and a range of long (400 feet + 40 feet per CL).

RPG Superstar 2009 Top 8

SmiloDan wrote:


And I LOVE the idea of meta-channel feats!!!!

Extend Channel Energy can have the healing last 2 rounds, so the cleric can heal, and then heal again and still get a full round's worth of actions done in the 2nd round.

I think there should also be ways to shape the channel energy area. Such as a cone with a range equal to double the normal radius, a line with a range of medium (100 feet + 10 feet per CL), and a ray that requires a ranged touch attack and a range of long (400 feet + 40 feet per CL).

Thanks! I might say Extend Channel heal 1/2 as much the second round and although I'd start with emulating the basic core metamagic feats, you could certainly copy any one from any source, including the ones that let you change the shape of the radius.


For what it's worth, I allow my players (by default) to add their CHA mod +1 per 4 levels to channel energy.
I have let them do this since level 1, they are now level 8.
I also let channel energy heal AND harm with each use, dependent on how positive/negative energy affects the character/NPC in question.
So far, none of this has caused any issues with either of my 2 groups - a 4 player group, and a 7 player group.

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