Channel Energy to Harm & Heal At the Same Time


Rules Questions

Grand Lodge

I know that in the beta that the channel energy feature allowed you to both harm and heal, but I'm sure I saw it as a feat, whether it be Paizo, 3rd party, or as a class feature as well. And fairly recent too.

Anyone know where I might have seen such a thing? I was sure it was pretty high level ability. I know I could just homebrew one, but I thought for sure I saw something like that.


I believe Beta.
In hour group you can do this. Channel energy is not so good. ( only use Base book and APG)


There isn't an official or 3rd party feat that I've seen that lets you do this.

However, every group I've played in thusfar houserules it so you just do this by default. After all, the ability says that you release a "burst of positive/negative energy", not that you "release a selective burst of energy based on your intentions"...

Grand Lodge

Versatile Channeler Feat from Ultimate Magic allows neutral alignment clerics to channel their opposing energy at -2CL.

IE one round a lvl 7 Cleric(who chose positive energy first level) could use channel positive energy to heal the party for 3d6. Then on the next round use channel negative energy to damage enemies for 2d6. Though hopefully they chose selective channel otherwise the scenario I described is pretty counter productive.

If your question was more along the lines of can I channel energy to both heal my party and damage undead as part of the same action. The answer is no.

Grand Lodge

AerynTahlro wrote:
After all, the ability says that you release a "burst of positive/negative energy", not that you "release a selective burst of energy based on your intentions"...

It very specifically does say that the burst is selective.

From the CRB:

"A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures."


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Ninja'd by MassivePauldrons, but I concur with what they said.


If you have the Undead subdomain, you can use its Death’s Kiss ability and make your team register as undead. Then channeling negative energy will heal them, while hurting the enemy.

Unless the enemy is undead.

Grand Lodge

VRMH wrote:

If you have the Undead subdomain, you can use its Death’s Kiss ability and make your team register as undead. Then channeling negative energy will heal them, while hurting the enemy.

Unless the enemy is undead.

Again based on the CRB this is not true. You must either choose to deal damage to living or to heal damage to undead, prior to using the channel negative energy class feature.

Grand Lodge

AerynTahlro wrote:

There isn't an official or 3rd party feat that I've seen that lets you do this.

However, every group I've played in thusfar houserules it so you just do this by default.

Our group did houserule that, but now the DM's finding that it's too powerful that way because of all the undead we're fighting, so it's getting changed back to the way it used to be. This is why I'm looking for a feat that puts it back that way. I was sure I had seen something somewhere, whether a feat or an archetype class feature.

Grand Lodge

kevin_video wrote:
AerynTahlro wrote:

There isn't an official or 3rd party feat that I've seen that lets you do this.

However, every group I've played in thusfar houserules it so you just do this by default.

Our group did houserule that, but now the DM's finding that it's too powerful that way because of all the undead we're fighting, so it's getting changed back to the way it used to be. This is why I'm looking for a feat that puts it back that way. I was sure I had seen something somewhere, whether a feat or an archetype class feature.

There is no Paizo published product that includes the feat you describe.

If you wanted to HR in an appropriate feat I would suggest that you make both selective and improved channel perquisites and then limit the amount of additional targets based on your charisma modifier.

Such that if you used channel positive energy to heal your party and you had a charisma of 14 you could also select 2 undead within that 30 foot burst and deal damage to them in addition to healing living targets. Any remaining undead within the burst would be unaffected. If you had 16 charisma then you could select 3 and so forth.

Strictly speaking using channel energy as you have been, makes it significantly more powerful than its original intended design.


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MassivePauldrons wrote:


Strictly speaking using channel energy as you have been, makes it significantly more powerful than its original intended design.

In one of my playgroups, my party was surrounded by zombies. I channeled positive energy every turn, healing the party for a small amount and damaging the zombies for a small amount (undead seem to have rather high will saves...). If you were to add together the healing and the damage that I was doing, it would still come out to be a lower number than the sorcerer who was using selective Fireball to fry all of the enemies.

I know that the majority of people on these forums feel that clerics are overpowered, but I have yet to experience a time when I would agree with that.

Grand Lodge

AerynTahlro wrote:
MassivePauldrons wrote:


Strictly speaking using channel energy as you have been, makes it significantly more powerful than its original intended design.

In one of my playgroups, my party was surrounded by zombies. I channeled positive energy every turn, healing the party for a small amount and damaging the zombies for a small amount (undead seem to have rather high will saves...). If you were to add together the healing and the damage that I was doing, it would still come out to be a lower number than the sorcerer who was using selective Fireball to fry all of the enemies.

I know that the majority of people on these forums feel that clerics are overpowered, but I have yet to experience a time when I would agree with that.

Fireball is a pure Blast that requires a 3rd spell slot 4th with selective spell.

Assuming that your sorcerer was 8th level the minimum required to cast the example spell. They were out putting 8d6 damage per turn with a save against reflex in a 20ft blast. Where as you as a 8th level cleric would be doing 3d6 damage recovery through heal(no save required)and 3d6 damage with a save against will in a 30ft burst centered on you.

While your sorcerer was spending 4th level spell slots to do as describe you were spending what equates to a free resource. Additionally while they had invested at least one feat into allowing themselves to preform that action you had invested none.

None of my posts have been claims that clerics are overpowered. Only that using channel energy in the manner described is against both RAW/RAI and makes the ability significantly better than it was designed to be.

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