Channeling Cleric reloaded


Advice


i pretty know some1 has asked this type of builds before, but this time i'll give a build for starter. oh i forgot, it's for Carrion Crown.

Aasimar N Pharasma Cleric (Repose and Restoration Domains)

Str 12 Dex 7 Con 12 Int 10 Wis 18 Cha 18

Traits: Sacred Conduit, Bralani's Step, Enemy of the Dead.

1 level (Cleric): Selective Channel
2 level (Cleric): -
3 level (Cleric): Channel Smite
4 level (Oracle): Prophetic Armor, Tongues curse
5 level (Cleric): Guided Hand
6 level (Cleric): -
7 level (Cleric): Fateful Channel
8 level (Cleric): -
9 level (Cleric): Divine Protection
10 level (Cleric): -
11 level (Cleric): Life Lure
12 level (Cleric): -
13 level (Cleric): Versatile Channeler
14 level (Cleric): -
15 level (Cleric): Quick Channel

Grand Lodge

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ok what do you hope to gain from this post?

Are you looking for advice or feat selection Ideas?

Or are you throwing this out as a Guide/Build for new players?

Shadow Lodge

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@Furian: Looks like a sample build?

@OP: Being the Advice forum, my advice is to not build a Cleric this way.

You have a mixture of feats that add to channel-as-melee-attack-booster and feats that improve old-fashioned-channeling. Both will be mediocre this way.
You're planning on playing Carrion Crown as a Pharasmin Cleric and you don't max your anti-undead abilities? Where is Command/Turn Undead? Improved Channel?

Sacred Conduit and Channel Smite without Improved Channel?
Quick Channel at...15th level? Action economy will really suffer with this plan, especially if you're using channeling as your primary.
A dip in Oracle just for +4 AC? (in exchange for a curse, -1 CL on spells, dropping a point of BAB, missing out on an iterative attack, and ditching +1d6 channel energy at 15th) There are ways to get a better deal on +4 AC.
Guided Hand? If channeling and casting are your primary tactics, what is this for? Channel Smite will not make up for your low Str and lack of offensive combat feats. It will run out quickly and you will be pretty weak.

No Extra Channel? On a channeling Cleric?
No Aasimar alt FCB?
No Channel Force? It's such a gravy feat (chain) that only Aasimar get access to...

EDIT: Versatile Channeler will seriously hamper you. I don't think it's a good choice.

I think it needs work.

Lantern Lodge

Consider an Aasimar Life Oracle with the Spirit Guide Archetype instead of a Cleric.

Change stats to:

Str 16 Dex 12 Con 12 Int 10 Wis 9 Cha 18

Take the Channel Revelation at level 1.

Take Scion of Humanity as an Aasimar racial trait (so Enlarge Person works on you).

For Your favored class bonus: Add +½ to the oracle’s level for the purpose of determining the effects of one revelation. (apply this to Channel)

Channel Progression becomes:
1 1d6
2 2d6
4 3d6
5 4d6
6 5d6
8 6d6
9 7d6
and so on

If you're focusing on defeating undead, consider the following traits and feats:

Trait 1 Cleansing Light (Religion, Sarenrae) Switch religions! reroll "1's" on damage dice when channeling to damage undead.

Trait 2 Sacred Conduit (Faith) +1 DC to channel

EDIT: I noticed you had 3 Traits, so if you get 3 from your GM, consider Seeker (Social) to get Perception as a class skill as your third one.

Feats
1 Improved Channel (+2 DC to damage undead)
3 Exotic Weapon Proficiency (Fauchard) 18-20 crit and a reach weapon
5 Divine Protection (Add CHA mod to all saves)
7 Power Attack
9 Furious Focus
11 Divine Interference
13 Selective Channeling (Exclude targets up to CHA)

I wouldn't bother with the channel feats for melee. You're already going to use your channels for healing and damaging undead. Using them for a third purpose might strain the resource, and there's other feats to take anyways.

As a Spirit Guide archetype, take the Battle Spirit with the Battle Master Hex. It will give you Enlarge Person, a second AOO per round, and Weapon Specialization at 8th level. You also get the ability to buff yourself and allies within 30', and to add Bane to your weapon at higher levels.

The build has some soft spots - No Heavy Armor proficiency, No Perception as a class skill, and others...

I don't think it's worth the progession hit, but you could also take a one-level dip as a Cleric of Sarenrae with the Glory and Sun Domains. Glory gives you +2 DC to channel to harm undead, and Sun keeps undead from adding their channel resistance when you channel. You'd also get 7/day of 1d6 channels (which don't stack with the channels provided by Life Oracle), but that's another 7d6 of healing outside of combat.

Dark Archive

Improved channel.
Quick channel.
Extra Channel.
Selective channel.

These are your friends for a channeling build.
After that season to taste. Quick channel gained late is not as good as quick channel gained early, when you actually need it.
Improved channel is better earlier. Extra channel is stalked by quick channel. A human can grab all of these fairly early, everyone else has some waiting to do. You generally want as many of these as possible by 7th level. Your dirty and traits and gear may influence priorities of course. Also stats matter. 24 charisma makes extra channel or improved channel less useful so you take whichever is most useful at the moment and delay the other until you need it.

18 charisma in a campaign with lots of undead might suggest that extra channel is the better feat over improved. Staying power is more important than raw power at that point.

Channel smite is great. But I am not seeing any support for it, offhand. Not familiar with the domains you picked or the powers. But I see pure cleric and an oracle dip with no domains, or revelations (or even stats for that matter) that give even a passing nod to combat when looked at in combination. Normally, some of the above comments wouldn't hold as much water because clerics are so versatile and formidable. But in this case they are quite on the spot right. You will only be mediocre at both if you don't focus the build a lot more one way or another. You can be a potent melee and ranged channeler, don't get me wrong, but the combination of what is chosen is not really demonstrating any of those aspects of a channeling build.

1.) Selective channel
3.) Extra channel (you need more due to facing more undead and also using it to heal if needed).
5). Channel force
7.) Fateful Channel (this is the point where the game gets hard anyway. Refilling saves and attack rolls for the entire party is a big deal right here and will make survival chances soar).
9.) Improved Channel
11.) Improved channel force.

This is a generic list. Quick channel is your friend and if you had more charisma you could drop extra channel for it and rearrange the feats.

If you're a dedicated positive energy channeler, I am not seeing the value of guided hand when you have no strength to support your damage, no Wis to damage and well, only channel smite as an option.

If you want a rough idea of a super channeler (sorry it uses negative energy, though) here is what I use:

We will rock you:

Human Cleric of Urgathoa 8, Brawler 2, Fighter 1(LoreWarden probably). (Or drop Brawler to 1 and take Holy Vindicator 1).

Str 15, Dex 7, Con 13, int 7, Wis 14, Cha 19.

1.) Selective Channel, Fey Foundling (may be switched).
3.) Shatter Resolve
5.) Quick Channel
7.) Power Attack

Brawler Level
9.) Command Undead (or Alignment Channel)

Fighter Level
10.) Channel Smite
11.) Improved Channel, Combat Expertise, any combat feat.

Traits
Sacred Conduit
Soul Drinker

Domains: Death (undeath) & War (tactics)
Powers:
Deaths Kiss (touch attack and target is treated as undead for positive and negative energy healing or damage effects).
Deaths Embrace (healed whenever undead are hit with negative channels and healed when harmed by negative channels).
Seize the Initiative (once per initiative pick an ally who can roll twice and take the best result).
Weapon Master (swift action activate for 8 rounds of any combat feat I qualify for. Must meet prereqs and rounds don't have to be consecutive. Switching feats while activated is a swift action).

Cleric gets a ticket straight to level 8. He has the death domain so all his negative energy channels heal him. He can abuse martial flexibility and weapon master and by knowing core feats such as power attack, Improved Unarmed Strike and combat expertise, he is free to enter a lot of feat chains on the fly. If needed he can kiss someone and for a few rounds they will be healed by his channels if he wants but he can also kiss a target and channel smite off the kiss to heal them.

He compensates for the poor initiative by giving himself the reroll in each fight and he could take improved initiative at 11 if he wanted.

Once a day he can get temp HP from a fallen for and at 4 and 8 his Str and charisma improve pushing his dc's and damage into really good areas. He uses a vicious scythe and +Str and +charisma gear as well as a phylactery of negative channeling. When he channels he heals for 6d6+12 or 7d6+14 depending on if you go vindicator or not. All of his enemies must save or be sickened for 6-7 rounds and he can do this twice a round if necessary. The only thing he doesn't have that he wants is the extra channel feat but you can only fit so many things onto a character.

This is a battle cleric, channeling monster who doubles as a necromancer to boot. His goals are to do lots of damage and a bit of debuffing while being a viable melee and messing with undead (spells and command undead are enough). It's all about focus. For a channeling cleric who wants to fight, you can afford to dip a martial class for more feats and/or features. Warpriest are a nice choice but channel a little worse than the standard cleric. They make up for it with more direct combat perks. There are ppnety of other channeling feats, too. One gives a shield bonus to ac for you and allies even. So figure out what you're trying to accomplish specifically and we can help steer you in a good direction.


I like the mix of Oracle(Life) and Spirit Guide Archetype(Life Spirit). That will give you a huge amount of channel charges per day. Some alterativ way to use the channel charges can be realy good. This will result in more like a caster/support build. Something like this feat chain:

Bless Equipment
Improved Bless Equipment
Greater Bless Equipment

Giving your friend the archer bane for a few round by spending two of your channels can be realy good. On early level giving the fighters mace disrupt looks cool, too. With an Phylactery of Positive Channeling the duration increses by 2.

Actualy i would like such a build not only for the mechanics. I think it is possible to build a cool story around that. A guy that saw his father the cleric die on the battlefield. The clerics last words "I will always be with you my son...". That is where the oracle abilties start to manifest. The PC talks to his fathers spirit in the middle of a figth and the spirit gives him his channel power.


I second not taking a channeler cleric of Pharisma. Aside from being neutral and allowing versatile channeling in combo with death domains 8th level power she has very little going for her. While this is nothing to sneer at it is a feat intensive strategy that ultimately is underwhelming. In fact if it were not for the death domain it would t even be worth considering. No variant channel she has is viable.

I'm afraid I'm not much more help than to say there are more min-maxed ways to play. This goddess just doesn't have something to really play off of beyond the roleplay that you seek. I would only say you can worship her as another class :(

Grand Lodge

Alright im gonna lay a little truth here:
Channeling as a cleric is extremely sub par. One of the weakest builds for a cleric. A life oracle does channeling twice as good.

That being said I hope I can persuade you from making a character that eventually you will dislike.

As for building a channel focus character I believe oracle would suit you a whole lot better.

Also check out the guides at the top of the advice forum page.

Your other choice would be a Oradin build. Part oracle and part paladin. Later if you want to add alittle combat damage you can with smite evil + silver smiting braclets to make up for the oracle dip. You will have the best saves imaginable as well as swift action lay on hands mixed with life link to keep everyone alive and kicking. But what you dont want is splitting focus on harming and healing with channeling. That is why smite makes a great.package deal with the Oradin.

Just my 2 cents

Shadow Lodge

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Renegadeshepherd wrote:

I second not taking a channeler cleric of Pharisma. Aside from being neutral and allowing versatile channeling in combo with death domains 8th level power she has very little going for her. While this is nothing to sneer at it is a feat intensive strategy that ultimately is underwhelming. In fact if it were not for the death domain it would t even be worth considering. No variant channel she has is viable.

I'm afraid I'm not much more help than to say there are more min-maxed ways to play. This goddess just doesn't have something to really play off of beyond the roleplay that you seek. I would only say you can worship her as another class :(

I completely disagree.

While Variant Channeling can be a solid approach to making a debuffer cleric, it doesn't belong on an offensive channeler.

Versatile Channeling drops your damage dice; channel energy scales slower than almost all other forms of AOE damage. You need to keep it as high as possible if you want to stay relevant.
The OP's Versatile Channeling build would harm for 6d6 at 15th level. I don't believe that's going to be a worthwhile expenditure of resources in combat at that level... For comparison, an unmodified fireball does 10d6 at range with a 3rd level slot (an abundant resource by then). At that level, a cleric could be more effective using UMD to activate a scroll than by using his primary offensive class ability.

Variant Channeling nerfs your damage severely. If you're building a debuffer, your point may have some merit. But that's not what an offensive channeler is all about. The OP's build would harm for (6d6/2) and apply a whopping -4 channel penalty on a failed DC 22 Will save at 15th level. A vanilla Witch does more without consuming any resources. Not worth it.

Pharasma's Death domain is very, very strong for an offensive channeler. The 8th level power is nuts if you channel negative. Pharasma is the only core non-evil deity that grants the death domain, so if you're planning on using channel negative energy, she's probably the one you want.

If you're going with positive channeling, Pharasma's Fateful Channel feat is also very, very strong. None of the other deity-specific channeling feats even come close.
You can do a positive energy Channel Smite build and toss in Fateful Channel and be very flexible (if done right).

For pure offensive channeling, a Cleric/Life Oracle with two Channel Energy pools is probably one of the best strategies. With tons of Cha, two pools, and a Phylactery, you can both heal and harm (one positive, one negative pool) and spread the love.

Shadow Lodge

Fruian Thistlefoot wrote:

Alright im gonna lay a little truth here:

Channeling as a cleric is extremely sub par. One of the weakest builds for a cleric. A life oracle does channeling twice as good.

That being said I hope I can persuade you from making a character that eventually you will dislike.

As for building a channel focus character I believe oracle would suit you a whole lot better.

Also check out the guides at the top of the advice forum page.

Your other choice would be a Oradin build. Part oracle and part paladin. Later if you want to add alittle combat damage you can with smite evil + silver smiting braclets to make up for the oracle dip. You will have the best saves imaginable as well as swift action lay on hands mixed with life link to keep everyone alive and kicking. But what you dont want is splitting focus on harming and healing with channeling. That is why smite makes a great.package deal with the Oradin.

Just my 2 cents

Seconded. All good advice.

Channeling is a supplementary ability that can be useful.
A offensive channeler can be done well, but is a very tricky thing to create.


Thank you very much, the advice you have given me is precisely what i wanted.

That being said, you're right, i might drop channel smite and guided hand, and take early improved channel and ectra channel. I will also drop variant channeling and take quick channel early. Carrion crown i think is an AP where this build gets to shine, last time i killed a group of 7 skeletons with my channel.

Also consider the power of Life Lure, i think it is better than turn undead.

Grand Lodge

To be honest I dislike turn undead. I just channel to harm undead as when you face large amounts of undead they are weak and the single undead creatures have such a good channel resistance the feat fails.


I've been playing a channeling-heavy Cleric through 9 levels of Carrion Crown. Mine so far is a Cleric 8/Holy Vindicator 1, who worships Sarenrae. His domains are Heroism (sub-domain of Glory) and Sun. This works especially well for an undead-blasting channeling Cleric because of two features of the domain choices:

Glory Domain

Quote:
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

And...

Sun Domain

Quote:

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

So, by taking these two domains, any undead you decide you need to lay low have to face a tougher save DC (the same as Improved Channeling, but it didn't require a feat), they do not get to add their channel resistance to the save (which ensures that you are doing as damage as possible, since Channel Resistance can be fairly large), AND you hit them for a static Cleric Level damage on top of the d6 channel rolls.

Layer that on top of Nimbus of Light, and you've got a powerful way to demolish any undead within 30 feet of you.

Consider an 8th level Cleric with Glory/Sun domains, and Quick Channel, CHA 14, and throw in a Phylactery of Positive Channeling for good measure:

Surprise Round (if you get one):
Standard Action - Nimbus of Light (No Save, 8 damage)

Round 1:
Move Action - Quick Channel Positive Energy (DC 18 Will for half, no Channel Resistance, for 6d6+8 damage - average of 17 to 35 damage, depending on if the save is made)
Standard Action - Channel Positive Energy (another 17 - 35 damage)
Ongoing effect - Nimbus of Light (another 8 damage)

So, in the space of a surprise round and a single round, you could nuke any undead within the 30 foot radius who make both of their saves with 50 damage, and any who miss both of their saves for 86 damage. Of course, this is using all average numbers, the true range damage range is from 30 (rolling all 1s on those d6, and the target saves twice) to 104 (rolling all 6s and the target fails its save twice), to all undead in a 30-foot radius.

Grand Lodge

Dont forget to mention from above you have blown 3 of your channels in a single round. Sure you ended that 1 fight most likely but you have at best 5 more channels that day. Since your focusing so heavy on channeling once your tapped out of channels your wasting spells to spontaneously cure or a wand of cure light as your between patch ups.

Im pretty convinced after years of cleric play that the best way to build a cleric is the evanglist archetype and selling off the reduced channeling for varient channeling effects. Focus on summoning or enchantment magic and play like a full caster hang out back with the wizard. To me swinging a weapon or channeling is so sub par compared to what you can be doing with your action economy of a cleric. As a caster cleric if your forced to swing a weapon cast divine trident and attack touch AC for set damage or cast spiritual weapon with your b ardic performance rolling as spiritual weapon gets buffed by performance.


Sure, efficient use of limited resources is a factor, just like any other class with abilities you can only use so many times per day... But when you blow away a room full of undead baddies in a single round, it makes it all seem worthwhile.

Dark Archive

@Fruian I disagree. Being able to swing a weapon means not burning a resource. If you can swing hard then it is to your advantage to enter melee rather than burn a spell. You do what is best for the situation, though. The cleric I posted gets 9th level spells and a higher than average BAB. He has excellent ac, temporary HP from multiple sources, does extremely solid damage per hit and channels pretty hard with a debuff on top. His spells aren't optimized for offense (no feats to support them) but he can do all the things a normal cleric can do and still melee and channel very well. Nothing sub par about it.

Also, if summoning, casting, and maybe a reach weapon were the only way to make a cleric the class would get boring pretty quickly with all clerics doing the exact same thing. The class is more varied than that and can be very good at those variations.

@Tomos
Dipping oracle is great when you want an extra pool of channels to play with. However, it's 1d6 so things that scale with channel dice or use for actual healing/harming is not really an option. The biggest draw, IMO is that you might be able to burn a 1d6 channel alongside your actual channel when you quick channel. Also, I guess, as you pointed out the second pool is more useful with a phylactery so that you can get an additional two damage dice out of it. If you do that you can make much better use of more channeling feats like bless equipment.

I agree with much of what you said. The death domain is just....mmmm. And the fateful channel feat is really awesome.

Grand Lodge

I guess if you want to bore your group to death. Stone shape can split them up similar to a wall effect and can let your team be useful at killing them. Takin BFS's only thing to do will bore him quickly.

There is other spells but I was going for the solid divide and curb stomp strategy. 1 resource to 3. Playing a caster is all about resource management and spell selection. Many other spells could work such as: daylight, concecrate, and holy smite to name a few.

Channeling is sub par on clerics. Can it be done...yes...is it the strongest possible build....by far no. From experience of playing many clerics even a channeling one I can say it wont be the strongest cleric.

Grand Lodge

I disagree Dark. You will never see 9th level spells in carrion crown ap. Also you wont see 5th level spells till after level 11 with the build you suggest.

Channeling negative energy just pisses off the group having to avoid you in combat.

Swinging a weapon is less sub par then channeling but it is still not the best use of your standard action as a cleric. Only suitable time to swing a weapon on a cleric is with AoO. And come later levels it becomes sub par when you spend your standard action on a self only rounds per level self buff like righteous might or divine power when you can just cast blade barrier and accomplish both CC, damage thrm, and raise party defense with it.

Also I play with a brutal home DM who would make you roll concentration check if you take an AoO while casting spells like enlarge person, summon monster. Attacking someone involves 2 hands on your reach weapon and is a violent action that takes away concentration of casting the spell. So I dont even bother buying a weapon and instead focus on my casting. Because it is the clerics spells that make him a tier 1 character. Not skills, BaB, channeling, or profiencies, or domain powers. Without those thing and only casting he is still tier 1.

Dark Archive

Funny, my group never had to avoid me. Probably because I exclude them all except the other death domain negative channeler.

The point I was making with the 9th level spell nod was that he can cast all the most powerful things the rest of the 9th level casters can. 9th level spells is a big 'you suck without these' around here. He gets them. He therefor doesn't suck.

You might be right about blade barrier over righteous might...but then maybe somebody doesn't like blade barrier or doesn't want to play a pure caster who just sits back and casts while ignoring every other feature of their class. In fact the exact kind of arguments you are making are the very same theme of arguments that made me find the cleric class so utterly boring. Sure, maybe you're right. Maybe there is only a certain way to play a cleric and have it be the -very- best possible cleric. You have to prepare these specific spells, have these exact stats and use these particular feats and nothing else. This is cleric god.

Fine.

But it doesn't matter because you can still make a good or very good or even an excellent or awesome cleric without it being that exact copy or doing the things that god cleric does. You're referencing tier 1 a bit out of line here, too. It sounds like you are talking about power and not flexibility.

Tiers are about how versatile and adaptable a class or build is. By favoring one option to the exclusion of all others, you are inherently less versatile. Each build has different strengths at different times of course. But neither is inherently more or less powerful and power is subjective. Wizards are considered quite powerful but it doesn't mean a fighter isn't...if they weren't, there wouldn't be all of those spells and tactics to protect yourself from them....martials are very real threats at all levels of play. A character who can function well in a martial role while simultaneously still being a full caster with a backup aoe damage/debuff that heals and buffs is absolutely fitting the definition of tier 1 due to flexibility.

In short: I can cast as many spells of almost all spell levels in a round that your cleric can. My dc's are lower and my total spells per day are lower but that's OK because we get tons of spells at medium and high level anyway and I can shore up my dc's if needed. But while you cast only, I can chose to tank or melee or channel and conserve spells. I can enter any given encounter with more core strategies and tactics be they martial, magical or otherwise. Yeah, clerics 9th level casting is the backbone of their tier 1 status, but it's the variety of powerful other class features which can all be optimized to viable single strategies in their own right which makes the class so incredibly good. They can do a lot and intentionally denying options because you like one more or one is generally better doesn't make that particular cleric any better than one who chose to use more tools at their disposal.

Lantern Lodge

Tomos wrote:
For pure offensive channeling, a Cleric/Life Oracle with two Channel Energy pools is probably one of the best strategies. With tons of Cha, two pools, and a Phylactery, you can both heal and harm (one positive, one negative pool) and spread the love.

Try Life Oracle with the Spirit Guide archetype, take the Life Spirit. Now you have TWO FULL CHANNEL POOLS. The Cleric/Life Oracle multi-class gives you two sub-par pools since they don't stack. Life Oracle/Spirit Guide gets a full channel pool from the Channel revelation, and when you hit level 7 another full channel pool from Life Spirit's ability.

Even better, be an aasimar and take the +1/2 Level advancement of the Channel revelation as your favored class bonus, and you have one super pool and one full pool.

Of course, you won't have the Death Domain, but with a 22 CHA (18 + 2 increases + 2 CHA item), at 9th level, you have a pool of 7/day 7d6 Channels from the Channel revelation and a pool of 9/day 5d6 Channels from the Life Spirit ability. Add traits and feats, then go at it.

This also gives you full Oracle casting whereas the Cleric/Life Oracle multi-class hits your spellcasting hard.

Grand Lodge

Life Shaman (Witch Doctor) can also get you two pools in the same (full casting) class. One has more channels with less dice (3+Cha, level-3.)

I'm working my way up to 5 with this build in PFS. 12 Fateful Channels a day, baby.

Sczarni

Where is the Spirit Guide Archetype description, I tried to find it in the PRD but was unable to find anything?

Grand Lodge

It's in the Advanced Class Guide. You basically trade your 3rd, 7th, and 15th Revelations for some Shaman powers (the 7th level one includes 1+Cha channels from Life Spirit.)

Oracle - Spirit Guide.

Shadow Lodge

Captain Zoom wrote:
Tomos wrote:
For pure offensive channeling, a Cleric/Life Oracle with two Channel Energy pools is probably one of the best strategies. With tons of Cha, two pools, and a Phylactery, you can both heal and harm (one positive, one negative pool) and spread the love.

Try Life Oracle with the Spirit Guide archetype, take the Life Spirit. Now you have TWO FULL CHANNEL POOLS. The Cleric/Life Oracle multi-class gives you two sub-par pools since they don't stack. Life Oracle/Spirit Guide gets a full channel pool from the Channel revelation, and when you hit level 7 another full channel pool from Life Spirit's ability.

Even better, be an aasimar and take the +1/2 Level advancement of the Channel revelation as your favored class bonus, and you have one super pool and one full pool.

Of course, you won't have the Death Domain, but with a 22 CHA (18 + 2 increases + 2 CHA item), at 9th level, you have a pool of 7/day 7d6 Channels from the Channel revelation and a pool of 9/day 5d6 Channels from the Life Spirit ability. Add traits and feats, then go at it.

This also gives you full Oracle casting whereas the Cleric/Life Oracle multi-class hits your spellcasting hard.

This is a great idea.

I don't see where the extra 2 channels are coming from on the second (spirit shaman) pool though. Each pool is Cha +1 channels per day. So in your example of 22 Cha, they both should have 7.
Also, why would one have less dice? Neither of these Channel abilities are based on a reduced class level. They both should be full progression.

Be sure to note that Extra Channel doesn't double-dip on pools. I know you didn't add it in your example, but I think it's relevant.
Too bad this strategy doesn't really take off until 7th level. It's still awesome though.

@Markov: How did you get the second pool before 7th level?
12 Fateful Channels / day is awesome. Who cares how many dice it heals? That buff is amazing.

Grand Lodge

Witch Doctor Archetype gives Shaman 3+Cha channels at 4th (in place of a hex.) The rest of the abilities are mediocre though, IMHO.

You can also stack it with Speaker for the Past and pick up a lot of nice class skills and Ancestor/Time revelations, but you lose your wandering spirit and wandering hex. I wanted to see the Lore "learn Cha Bonus spells from sorcerer/wizard" Hex works out in practice so I didn't go this way.

I'm hoping my 6th level opening is "Quick Fateful Channel, Haste" which should make the melee happy.

Shaman - Witch Doctor

Shadow Lodge

I had them mixed up. That's pretty cool.
Witch Doctor seems to be a strong class to build a support character.
With that many channels, you could Quick Channel every time and not really worry about running out.

I think Counter Curse is pretty decent actually. The ability to gain a +2/level above 3rd on your dispel check is very valuable. There aren't many other ways to get a bonus on a dispel check, especially as part of a spontaneous casting. If you were up against an enemy Wizard, you could Quick Channel and Ready a counter curse.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

What do you guys think of the Envoy of Balance prestige class?

It advances your channeling, and lets you versatile channel at the same level as your primary channel. Eventually, you can channel both positive and negative at the same time, excluding different targets for each.

Link

Dark Archive

@Captain Zoom way to go! I love it. Very nice catch, that. Now to see if there is a similar thing for negative channeling. I've been dying for a goes cursed oracle causing bleed effects off their channels. Just need another channel pool. *goes to read up on the shaman*

Dark Archive

Fair warning, a positive channeler makes the early books of Carrion Crown super easy boring mode.


Just to throw it out there...

Aasimar or human ecclisitheurge cleric of Ra
Domains: ??? and glory/heroism
Key feats: selective channel, versatile channel, metamagic of fire domain.

Strategy: positive channel all the time in early levels to heal ur people and daze all the undead you face. Rinse and repeat. When you finally face something undead you should have negative channel and then you daze lock it too.

Possible variations: evangelist is also strong, fire domain blasting is easy enough to do when you tire of channeling, Horus does the same but has animal domain as well.

Opinion: the possible variations with this deity put to shame even a life oracle, and that takes quite a bit. This is for min maxing though so take it with a grain of salt.

Good luck to ya.


Victor Zajic wrote:
Fair warning, a positive channeler makes the early books of Carrion Crown super easy boring mode.

Only if you're playing with some lazy DM, a DM's work is to always be creative and make things interesting depending on the power of his party. If i am the one running i would put +2 CR to each encounter.

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