Has anyone used the variant channeling ability from Ultimate Magic?


Rules Questions


1 person marked this as FAQ candidate.

"When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect;"

This makes it sound like you roll the channel healing/damage as normal and only apply half of the result.

However, the enhanced channel effect gives the example:

"For example, a 7th-level cleric normally heals 4d6 points of damage with channeled positive energy; with the Nature alternative channeling, that cleric instead heals only half that amount (2d6) when channeling, but heals animals and fey an additional +50% over the unhalved value (4d6 + 50%)."

This makes it sound like you only roll half the number of dice to determine the healing/damage effect of a channel (unless it is an enhanced channel).

If you roll half as many dice, then at 1st and 2nd level do you get 1 die or none? A lot of times, Paizo will default half of 1 to 1, but a lot of times they specify minimum 1 when they tell you to halve an effect based on level.

If it defaults to 1 then variant channeling is actually a more powerful means of channeling for low level clerics. If it rounds down to 0 then would 1st or 2nd level cleric channel the additional benefit of the channel but not the healing/damage (unless the channel is enhanced)?


From what I can tell, you role your full dice (4d6) and halve the value rolled. Supporting this interpretation, rolling to damage undead no longer allows for a save for half damage. They automatically take half the normal damage and the save only applies to the kicker effect.

That should resolve the issue in your second question. You roll 1d6 and heal half, rounded down, minimum 1hp.

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