They call me Cable, because I have lots of channels, but most of them s*%k.


Advice

Dark Archive

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I am contemplating an odd build:

Level 1 Oracle of Life w/ Channel (Dual Cursed)
Level 2 Necromancy School Wizard with Command Undead
Level 3 Cleric of Ranalc with Daze variant Channel (Travel and Nobility domains)
Level 4+ Back to Oracle

Race: Gnome
Stats:

6 Str (-2 Points); 12 Dex (2 Points); 12 Con (0 Points); 14 Int (5 Points); 12 Wis (12 Points); 19 Cha (13 points).

Traits:
Magical Knack (Oracle) and Sacred Conduit (+1 DC of Channels)

Level 1: Improved Channel - 5 1d6 channels / day, DC = 10 + 4 (cha) +2 (Improved Channel) + 1 (Sacred Conduit) = 17
Level 2: Spell Focus (Conjuration) - Wizard Bonus Channel to Command Undead DC 17, 5/day
Level 3: Selective Channel - Channel to Daze DC 17 5/day
Level 4: +1 Cha, 5/day channel Negative to Command Undead, 6/day channel Positive to heal 1d6, 8/day Channel Negative to Daze.
Level 5: Channel Ray - Misfortune Hex
Level 6:
Level 7: Versatile Channel
Level 8: +1 Cha
Level 9: Quick Channel
Level 10:
Level 11: Divine interference
Level 12: +1 Cha

+2 Int Ioun Stone, +2 Wis Ioun Stone, and +6 Cha Headband.
+4 Dex/Con belt
Circlet of Persuasion

Cha at 12 should be 28 ish, for +9

Daze DC will be 21
Command Undead DC will likewise be 21
Heal will be 5d6 with DC of 26

Channels will be DC 23 (Daze), 23 (Command), and 28 (heal) via Channel Ray.

I will be able to channel 12/Day (Daze) 6/Day (Command) And 12/Day (Heal) or half that quickened.

Dark Archive

Update: Are there any items that improve Channel DC, or other Feats, Traits, or . . . Anything? Drugs?


http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amule t-of-euphoric-healing
Drugs^
Dunno if its exactly what your looking for but it sure is fun :)

Dark Archive

Further update:
Swap Quick Channel for Fateful Channel, and you can have up to . . .

12+12+6=30 channels/day each capable of granting all allies a huge boon!


Aasimar with 'Channel force' is a good way to go when specializing in channeling.

Silver Crusade

Looks cool, dotting for stealing

Grand Lodge

You might want to move Versatile Channel to 3rd, and enter Envoy of Balance at 5th. At 7th (Envoy 2) it will stack with your previous channels (although it's not clear if it only adds to your channel power from cleric?), and at 9th, you can channel both positive and negative at the same time. You need to figure out how to get a third level spell too, which might push it out a few more levels.

Personally, I don't think the necromancer level is worth it, and I don't think versatile channel lifts the "only for using these feats" restriction.

You can't do Fateful Channel(Pharasma worshiper) and be a Cleric of Ranalc, so you'll need to pick one.

Life Shaman(Witch Doctor) will also give you a bunch more channels (4+2*Cha, or 22 at your 12th level target.) Cleric 5/Shaman1/Envoy 6 would be a lot of powerful dazing+healing channels.

I've got an Aasimar Shaman build in this vein for PFS. Fateful Channel is handy, but reminding people to roll twice gets a little clunky. :)


spirit guide oracle gets life shaman channel at 3rd dont they?

Grand Lodge

Spirit Guide doesn't get the Spirit Ability until 7th. That's another option for OP, but loses out on Dual Cursed Oracle.

Dark Archive

Tweaked to Level 12
Female gnome cleric of Dispater 1/oracle (spirit guide) 10/necromancer 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
LN Small humanoid (gnome)
Init +12; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+7 armor, +2 Dex, +4 shield, +1 size)
hp 91 (12 HD; 1d6+11d8+29)
Fort +7, Ref +5, Will +13; +2 vs. illusions, +2 bonus vs. fear and despair
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 dueling spiked gauntlet +7/+2 (1d3-1)
Special Attacks channel positive energy 12/day (DC 22, 1d6), channel positive energy 20/day (DC 29, 10d6), sudden shift
Spell-Like Abilities (CL 12th; concentration +21)
. . 1/day—dancing lights, ghost sound (DC 20), prestidigitation, speak with animals
Arcane School Spell-Like Abilities (CL 12th; concentration +21)
. . 6/day—grave touch (1 round)
Oracle (Spirit Guide) Spells Known (CL 10th; concentration +19)
. . 5th (5/day)—breath of life (DC 25), breath of life (DC 25), mass cure light wounds
. . 4th (7/day)—cure critical wounds, restoration, restoration
. . 3rd (8/day)—cure serious wounds, neutralize poison, neutralize poison
. . 2nd (8/day)—cure moderate wounds, lesser restoration, lesser restoration
. . 1st (9/day)—cure light wounds, detect undead, detect undead
. . Mystery Life
. . S spirit magic spell; Spirit Life Wandering Spirit
Cleric Spells Prepared (CL 1st; concentration +3)
. . D Domain spell; Domains Trickery (Deception subdomain), Redemption inquisition
Necromancer Spells Prepared (CL 1st; concentration +4)
. . Opposition Schools Illusion, Transmutation
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 14, Int 16, Wis 14, Cha 28
Base Atk +7; CMB +4 (+6 disarm); CMD 16 (18 vs. disarm, 21 vs. grapple)
Feats Alertness, Augment Summoning, Channel Ray, Command Undead, Divine Interference[UM], Improved Channel, Sacred Summons[UM], Selective Channeling, Spell Focus (conjuration)
Traits excitable, sacred conduit
Skills Acrobatics +2 (-2 to jump), Appraise +11, Bluff +22 (+24 to Feint, +32 to lie, +27 to feint, 17 to pass a hidden message), Diplomacy +23, Disguise +16, Escape Artist +7, Linguistics +14, Perception +20, Sense Motive +21, Spellcraft +16, Survival +2 (+4 to avoid becoming lost), Use Magic Device +21
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Plantspeech (trees), Sylvan, Terran; tongues (understand)
SQ arcane bond (scorpio, scorpion, greensting), bonded spirit, bonded spirit hex (life link), eternal hope, gnome magic, oracle's curse (tongues), patient sensibility, power over undead, revelation (channel), spirit (), variant channeling (rulership variant channeling)
Other Gear +2 amorphous burdenless glamered mithral kikko armor, +3 mithral light steel shield, +1 dueling spiked gauntlet, clear spindle ioun stone, incandescent blue sphere ioun stone, scarlet and blue sphere ioun stone, belt of physical might +2 (Dex, Con), handy haversack, headband of alluring charisma +6, mask of stony demeanor, wayfinder, 27,456 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bonded Spirit Gain a wandering spirit each day.
Channel Ray (30 feet) You many channel energy as a ray. Ranged touch to hit unwilling targets. +2 DC.
Cleric Channel Negative Energy 1d6 (12/day, DC 22) (Su) Negative energy heals the undead and harms the living.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.
Command Undead (6/day, DC 22) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Grave Touch (1 round, 6/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Ioun stone (clear spindle) Sustains bearer without food or water.
Life Link (10 bonds, 100') (Su) Bond drains your HP to heal others.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Oracle Channel Positive Energy 5d6 (10/day, DC 29) (Su) Positive energy heals the living and harms the undead.
Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Rulership Variant Channeling (±1 Profane) Diplomacy bonus/dazed
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling (Up to 9) Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 5d6 (10/day, DC 29) (Su) Positive energy heals the living and harms the undead.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Sudden Shift (5/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Tongues (Celestial, Abyssal) You can only understand and speak two languages in combat.
Tongues (understand) (Ex) Understand any language.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

--------------------

Scorpio
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +19

=38 Total uses of Channel per Day.

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