On the topic of cleric I'd like to see a feat selection that would allow you to gain extra domains, maybe one feat to allow you another domain for purposes of prepared spells and a future one that would allow you to take on the domain powers of the domain you selected for the earlier feat. Maybe up to a maximum of your deity's five domains or your Cha Mod, whichever is lower.
I'd also like to see an updated version of the Holy Warrior variant, Give up domain choices for Full BAB, D10HD, Heavy armor Proficiency, Proficiency and weapon focus in your deity's favored weapon and qualify for fighter feats only in your deity's favored weapon and shields.
Also for channel energy, i thought it was a fantastic idea for paladin's to be able to use channel energy like a cleric using up two of its layon hands. Though it seems to me that Paladin's make better healers then clerics for clerics only get 3+cha times per day channel while paladins get 1/2 Paladin lvl + Cha in layon hands, sure you use 2 for a channel but you still can get more and Cha is your primary stat. I'd like to see clerics get the ability to use Layon hands and select Mercies, perhaps through feats.
(IE: Channel Enegy: Layon hands: This feat allows you to use two uses of your channel energy for the day to instead use layon hands as a paladin of your level, while this feat does not grant you any mercy's it does make you count as having the class feature for selecting the Extra Mercy feat using your class level that provides channel enegry for your effective paladin level.)
Also while were on channel, i'd like to see a way for good aligned clerics to be able to channel negative energy. Perhaps a feat.
(IE: Reverse Conduit: When you select this feat you gain the ability to use your channel energy class feature to channel both positive and negative energy. Each time you use the Channel Energy feature you must choose weather your bust heals or harms living or undead creatures and cannot choose both ex: if you choose to heal undead you do not harm living creatures and if you heal living creatures you do not harm undead.
Honestly if i could see any of these in Ultimate magic I'd be happy as a clam.
Not sure if you're asking for more opinions and ideas here. I'll assume yes. What I would think to be cool:
- Some feat that gives you a baseline bonus to your channeling, e.g. cleric level / 2. So as a 10th level cleric you'd channel 5d6+5 points.
- A feat or ability that lets you expend more uses of channel energy to increase the output, e.g. gain an extra 2d6 of channeling power for each use of channel energy you expend
- Some way to make more use of an aura. For example, you could expend 1 use of channel energy to create a sanctuary (as per the spell, but with a much higher DC and evil subtype/undead creatures cannot enter a 30ft area) for 1 hour. I have a vision of undead trying to get to the group while the cleric focuses on his deity's power to shelter his comrades from them...
- A feat or ability that allows you to prepare domain spells in non-domain slots and to maybe even cast 1 of them spontaneously at a time
- Arcane blast/shield equivalents for the cleric
The negative energy channeling thing for good clerics is something I personally cannot envision. It's just linked to death and evil for me, so I would not like that. But hey - different opinions are alright :-)
Some feat that gives you a baseline bonus to your channeling, e.g. cleric level / 2. So as a 10th level cleric you'd channel 5d6+5 points.
I'd love for such a feat to work like Toughness, and give you +1 / die, with a minimum of +2 or +3, to give it a little oomph at 1st and 2nd level.
Some way to make more use of an aura. For example, you could expend 1 use of channel energy to create a sanctuary (as per the spell, but with a much higher DC and evil subtype/undead creatures cannot enter a 30ft area) for 1 hour. I have a vision of undead trying to get to the group while the cleric focuses on his deity's power to shelter his comrades from them...
Way back before 3.0 was even fully suggested in the pages of Dragon magazine, I wanted the Cleric to be unlike the spellcasting Wizard, and just have a pool of holy energy that it could manipulate via special class abilities or feats. No spells at all, just raw divine power that, by default, he could use to heal, or to smite, and with the specialized training could add options to create circles of protection or summon celestial servants or purge magic/evil from an area or channel holy fire or whatever.
Less 'Vancian preparation via prayer every morning' and more like a priest in cinema who raises their holy symbol and channels divine power. The more experience he gets, the more specialized options (like exorcism) and rites he can perform, with this channeled energy.
Ultimately, it would probably end up looking more like an Eldritch-Blast-less Warlock, these days....
OK I'm just gearing up for the Carrion Crown and am looking to houserule energy channelling but came across this thread whilst looking for ideas.
My central issue is that channelling is currently an instant action. It doesn't require the cleric to declaim, strike a pose, quote holy scripture or suchlike. As such it can't be interrupted. Conversely there's no benefit to giving a brimstone and thunder sermon.
I was thinking that you could make the channelling interruptable, and in exchange the cleric gets to add damage for each additional round that he continues.