- Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith.
- Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them.
- For the sake of argument, lets say he chooses to channel positive energy, and there are wounded companions, as well as a few undead within the radius of his channeling. When the positive energy is channeled, do the wounded companions get healing and -at the same time- the undead take damage? Or does he have to choose between healing and harming?
- Channel Energy If I Channel Does It Heal And Do Dmg To Undead Lyrics
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Channel Energy If I Channel Does It Heal And Do Dmg To Undead Lyrics
Channel Negative Energy Question I am really new to Pathfinder, and DnD rules in general. https://lunchyellow868.weebly.com/how-to-open-a-dmg-file-on-windows-7.html. But making an evil cleric and i'm really confused if this spell does damage to my party and myself.
Home >Feats > Channeling feats require the Channel Energy class feature. Dmg errata.
Feat Descriptions
Channeling Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Channel Energy If I Channel Does It Heal And Do Dmg To Undead Work
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Channel Energy If I Channel Does It Heal And Do Dmg To Undead Go
![Undead Undead](/uploads/1/3/3/9/133915130/414776335.jpg)
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
Channeling Feats
Channel Energy If I Channel Does It Heal And Do Dmg To Undead Play
Feat Name | Category/Type | Prerequisites | Benefit | Source |
---|---|---|---|---|
Alignment Channel | Channeling | Channel energy class feature | Channel energy can heal or harm outsiders | CRB |
Blazing Channel | Channeling | Turn Undead, channel positive energy class feature | Undead that fail their saving throw vs. your Turn Undead catch on divine fire (like the divine damage from flame strike) rather than fire. | C&C |
Channel Discord | Channeling | Channel energy 8d6, worship a demon lord | 1/day when you channel negative energy to harm living creatures, you can also affect those damaged with song of discord. | ISG |
Channel Endurance | Channeling | Channel positive energy 3d6, worship a god of nature | 1/day when you channel positive energy to heal living creatures, you can also grant those healed endure elements for 24 hours. | ISG |
Channel Hate | Channeling | Channel energy 6d6, worship a deity of hatred or spite | As a standard action, expend one channel energy to grant one creature within 30-ft. with vengeful outrage. If you expend an extra use of channel energy the target does not gain a second saving throw against this effect if you designate the target’s friend or loved one as its hated enemy. | ISG |
Channeling Scourge | Channeling | Channel energy class feature, inquisitor level 1st | Inquisitor levels count as cleric levels for channeling damage. | PZO1118 |
Channel Ray | Channeling | Channel energy class feature | Channel energy in a ray instead of a burst. | RTT |
Channeled Revival | Channeling | Channel positive energy 6d6 | May expend channel energy to cast breath of life. | PZO1118 |
Channeled Shield Wall | Channeling | Channel energy 3d6, proficiency with a shield | Enhance your shield and the shields of allies adjacent to you. | PZO1117 |
Channel Smite | Channeling | Channel energy class feature | Channel energy through your attack. | CRB |
Channel Surge | Channeling | Channel energy or lay on hands class feature | You may expend two uses of channel energy or lay on hands as a full-round action to increase the amount of healing or damage you do by +50%. | C&C |
Channel Viciousness | Channeling | Channel negative energy 4d6, worship a god of battle | As a standard action, expend one channel energy to grant melee weapons of allies within 30-ft. of you the vicious weapon special ability for 1 minute × your Cha bonus (minimum 1 minute). | ISG |
Channeled Blessing | Channeling | Blessings class feature, channel energy class feature | When you channel energy to heal, you can instead deliver a warpriest’sblessing to a single willing creature (including yourself ) in the area that otherwise would have been healed by your channeled energy. The blessing must be one that requires a standard action and affects one or more creatures. If the blessing would normally affect multiple targets, you affect only a single target. The target receives the blessing in place of the healing and any other effects of the channeled energy. (This application doesn’t count toward your uses of blessings per day.) | ACG |
Clarifying Channel | Channeling | Channel energy class feature, worship a good deity | 1/day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Cha bonus (minimum +1). | ISG |
Command Undead | Channeling | Channel negative energy class feature | Channel energy can be used to control undead | CRB |
Conversion Channel | Channeling | Channel energy 7d6, worship an evil deity | 1/day when you channel negative energy to deal damage to living creatures, you can grant the effects of channeling positive energy to the faithful of your deity. Worshipers of your deity within the area of your channel recover a number of hit points equal to the amount of negative energy channeled. Non-worshipers of your deity within the channeled energy can convert to the worship of your deity as an immediate action in order to gain this healing effect. As long as their conversion is sincere, willing converts gain the healing instead of the damage from the channeled negative energy. Such a conversion can only be undone by an atonement or similar effect. | ISG |
Elemental Channel | Channeling | Channel energy class feature | Channel energy can harm or heal elementals | CRB |
Extra Channel | Channeling | Channel energy class feature | Channel energy two additional times per day | CRB |
Fateful Channel | Channeling | Channel positive energy 3d6, worship a deity of death or graves | When you channel positive energy to heal living creatures, you grant each creature you heal the ability to roll twice and take the better result on a single attack roll, skill check, or saving throw of their choice within a number of rounds equal to your Cha bonus (minimum 1). Multiple uses of this ability do not stack, but they do reset the effect’s duration. A creature can only benefit from one instance of this channel effect at a time. | ISG |
Forceful Channel | Channeling | Channel negative energy 7d6, worship a god of magic | 1/day when you channel negative energy to deal damage to living creatures, you can cause affected creatures to make Fort saves instead of Will saves. Affected creatures take the amount of damage channeled in force damage (a successful save halves). Creatures that fail their saves are also knocked prone. | ISG |
Improved Channel | Channeling | Channel energy class feature | +2 bonus on channel energy DC | CRB |
Ki Channel | Channeling | Channel positive energy class feature, worship a god of self-perfection or inner mastery | When you channel positive energy to heal living creatures, any creature that could be healed by the channeled energy can choose to regain ki from it instead. Affected creatures regain a number of ki points equal to the number of dice healed by the channel. A creature regaining ki in such a way must either regain ki or be healed by the channel (it cannot gain both). | ISG |
Liberation Channel | Channeling | Channel energy 7d6, worship a god of freedom or celebrations | When you channel positive energy, any creature healed by the channel also gains the effect of freedom of movement for a number of rounds equal to your Cha modifier (minimum 1 round). | ISG |
Poisoner’s Channel | Channeling | Channel energy 3d6, worship a god of thievery or assassinations | 1/day when you channel negative energy to damage living creatures, you can cause any creatures that failed their save against your channel to take a – 4 penalty on saving throws against poison effects. This penalty lasts for 1 minute. | ISG |
Protective Channel | Channeling | Channel energy 7d6, worship of a good deity | When you channel positive energy to heal living creatures, you can choose to affect healed creatures with a protection from evil spell. | ISG |
Seductive Channel | Channeling | Channel positive energy class feature, worship a god of enchantment or lust | When you channel positive energy, those you heal can choose to gain additional healing equal to your Cha bonus (minimum 1), but in return they take a –2 penalty on Will saves against your charms, compulsions, and emotion effects and on Sense Motive checks against your Bluff checks. This penalty lasts for 24 hours. A creature cannot benefit from this feat again for the duration of this penalty. | ISG |
Selective Channeling | Channeling | Cha 13, channel energy class feature | Choose whom to affect with channel energy | CRB |
Siphon Channel | Channeling | Channel energy 3d6, worship a deity of parasites or infections | 1/day when you channel negative energy to damage living creatures, you gain a number of temporary hit points equal to half the die result of your channeled energy +1 per creature affected by the channeled energy. For each affected creature that did not succeed at its saving throw against the channeled energy, you gain an additional temporary hit point. These temporary hit points disappear after 1 hour. | ISG |
Steelskin Channel | Channeling | Channel energy 7d6, worship a deity of metal, stone, or mountains | 1/day when you channel positive energy to heal living creatures, you can grant healed creatures DR 2/— (or increase their DR/— by 2, if they already have DR/—) for a number of minutes equal to your Cha bonus (minimum 1 minute). | ISG |
Thicket Channel | Channeling | Channel energy 7d6, worship a deity of hunting or archery | When you channel positive energy, you can cause plants in the affected area to grow as though targeted by the overgrowth version of plant growth. | ISG |
Trailblazing Channel | Channeling | Channel energy 3d6, worship a deity of stars or travelers | 1/day when you channel positive energy, allow healed creatures to ignore difficult terrain for minutes equal to your Cha modifier (minimum 1 minute). | ISG |
Turn Undead | Channeling | Channel positive energy class feature | Channel energy can be used to make undead flee | CRB |
Versatile Channeler | Channeling | Channel energy class feature, necromancer or neutrally aligned cleric | You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat). | PRG:UM |
Channel Energy If I Channel Does It Heal And Do Dmg To Undead 2
In Complete Divine the destroy undead variant is presented, in which clerics do 1d6 damage per level to all nearby undead when they use turn undead, rather than making a turning check to try to make the undead run away.
Is this variant any good? And is there anything else like it?
I like the idea of turning doing damage, since zombies running pretty boring, but given that most undead have quite a few hit dice, is 1d6/level really worthwhile? Besides which, there are loads of spells that do that much damage or more, so would this variant just be redundant at higher levels?