Keeping channel energy useful longer


Advice


I'm playing a cleric in a home game, who is built as a party face.
I will mainly be buffing and being a flanking buddy in combat, but since I put some extra points in charisma I'm wondering if there is a way to keep channel energy somewhat useful into higher levels.

The first few sessions we played were to introduce some new players and see if they'd like a longer campaign, and we are allowed to rebuild characters before starting the "real" campaign.

I'm open to both negative and positive energy options, I will be choosing calistria as my deity for the trickery domain and for group dynamics/role play reasons. I'm thinking luck for the other domain, but if others are better for buffing/survivability and I just don't see it I can change that.

I'm not looking to devote all my feats to channeling, and if it can't be made useful into high levels, I can accept that.

Any advice you can give would be great.

Liberty's Edge

Selective Channel is obviously necessary. Quick Channel really helps. Life Link or Shield Other also help quite a bit with Positive Channeling since the more split up the damage is the better Channel Energy functions.

If you've got a Skald in the party, he can take Lesser Celestial Totem and really improve things for everyone. Heck, if building for it, everyone could grab Fey Foundling too, and make things really exciting.

I know there are several Negative Channeling builds that are very nice, too, but I'm less familiar with them. Most use variant channeling of one sort or another. Something that's also quite nice for several positive channeling builds.


The Luck/harm Variant Channel is pretty useful:

"Harm—Creatures take a channel penalty on all d20 rolls until the end of your next turn."

If involved in melee, one alternative to the usual channel feats would be to end up with Greater Channel Smite - since you're breaking down your channel into multiple attacks, each attack has a shot at inflicting the harm effect. Crossed with something like Cornugon Smash or Aura of Doom, you can stack a couple of debuffs just by attacking.


Depending on the party composition. You could go the Bless Equipment route:

Bless Equipment
Improved Bless Equipment
Greater Bless Equipment

Giving you buddy archer (many shot rapid shot ...) the right bane against the enemy creature type is a huge damage boost.


Neils Bohr wrote:

I'm playing a cleric in a home game, who is built as a party face.

I will mainly be buffing and being a flanking buddy in combat, but since I put some extra points in charisma I'm wondering if there is a way to keep channel energy somewhat useful into higher levels.

The first few sessions we played were to introduce some new players and see if they'd like a longer campaign, and we are allowed to rebuild characters before starting the "real" campaign.

I'm open to both negative and positive energy options, I will be choosing calistria as my deity for the trickery domain and for group dynamics/role play reasons. I'm thinking luck for the other domain, but if others are better for buffing/survivability and I just don't see it I can change that.

I'm not looking to devote all my feats to channeling, and if it can't be made useful into high levels, I can accept that.

Any advice you can give would be great.

Luck would be requiring your Standard Action each round to properly use it. It'd be nice for out of combat situations, such as lockpicking a door/trap, etc., but if you were going to be using the Bit of Luck ability, you probably won't be able to attack.

But making Channeling useful is a niche thing. It certainly is unique; the ability to heal multiple allies for a Standard Action is an extremely powerful ability, one that isn't widely available until a 9th level Spellcaster acquires it (Mass Cure spells), and in certain instances, it's absolutely invaluable. The big question stems from "How often can I expect these situations to come up?"

If it's mostly a single ally taking the damage, then it's not really that great, and buffing/Cure spells are superior. If the damage is more spread out across the party, Channel Energy can be used as a resource to shore up missing HP without consuming your actual spell power.

As for feats, things like Selective Channel and Quick Channel are almost vital; healing your enemies, or having better uses of your Standard Action are both things you would address with these feats. With a higher charisma, feats like the Eldritch Heritage chain also become valuable (though this ultimately depends on how high your Charisma actually is), but unfortunately you can't solidly commit to both.

You could also commit to an Intimidate-based build, as the Intimidate skill is Charisma-based. If you have a solid Strength (16+), Intimidating Prowess + Dazzling Display creates the Shaken condition for all enemies within 30 feet of your position.

I'd suggest you post a draft build of what you have finalized with your character so we know what you have, or are willing to take/change. This also helps us with our own suggestions on your behalf.

RPG Superstar 2012 Top 32

If 3pp materials are allowed, Mystical Healer is great. It provides a scaling bonus to channeled energy healing, lay on hands, cure spells, etc.

Another option is to go Aasimar, go Life Oracle, and take the Aasimar favored class bonus for oracle for the Channel Revelation, and you add half your oracle level to your oracle level when determining channel energy dice.

Combine both, and at level 4, you will do 4d6 when you channel energy.

Also, Charisma is the main casting stat for oracles, and they have 4+ skill points per level, so that could help with being a face.


It really depends on what you mean by useful and high level. If by useful you mean in useful in combat, it will requires some investment on your part. Even without any investment channeling positive energy is always useful. First keep a couple of things in mind about healing. First is that it is usually best to heal out of combat. Second using your spells to heal is really going to limit what your character can do. The usefulness of channeling positive energy is not so much that it gives you a great ability, but rather it allows you to use your spells for combat while still being able to heal the party.

Wands of cure light wounds are a decent way to heal HP, but they do cost both time and money. Consider a party of 20th level characters. At this point the cleric is doing 10d6 healing with channeling positive energy. Unless he dumped his CHA he will have at least 3 uses per day. That works out to about 105 HP per character of healing. That is works out to about 19 charges from a wand of cure light wounds. If the cleric has a 14 CH he gets two extra channel energy per day. This brings the daily healing up to around 175 HP which is 31 charges of a wand of cure light wounds per character. Assuming a party of 4 that is about 2.5 wands of cure light wounds a day. If you have large party with lots of animal companions, familiars, and cohorts it is even more efficient.

While doing the group huddle for healing may not be exiting it is very useful. If everyone is low on HP use a channel energy or two and then use wands for those that need extra healing. By using your channel energy and a mixture of potion, scrolls and wand you should be able to keep your party healthy while allowing you to use your spells for combat.


IMO
Extra Channel is great if you plan on being a dedicated Channeler

Selective Channel - necessary

Channeled revival - 3 uses of channel for a 30' range Breath of Life is great...but at 3 uses Extra Channel is a great way to ensure that you have enough

Fortunate Channeling as a Cleric of Pharasma...giving your allies the option to roll twice on a d20 roll for Attack, Save or Skill check really tips the balance in fights.

I have an 11th Level Cleric of Pharasma and with Selective, Extra x3, Revival, and fortunate he does a great job of keeping the party going in Combat as he has 13 Channels per Day. Out of Combat Healing is usually done with CLW wands or Infernal Healing as the Channels are too useful in Combat to use up OOC.

RPG Superstar 2012 Top 32

I had a paladin with Fey Foundling, Power Attack, Extra Lay on Hands, and Mystical Healer, and he was really good at healing and had some combat versatility. Fey Foundling + swift action Lay on Hands + Mystical Healer meant he had a ton of hit points available to him.

After 4th, he his Channel Energy heals were real good too.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Keeping channel energy useful longer All Messageboards

Want to post a reply? Sign in.