Channeling Feats
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Blessing/Blight Mastery (Channeling)

Prerequisites: Blessing/blight class feature, channel energy class feature.

Benefit: When you channel energy, you may spend an additional use of channel energy to apply a blessing or blight to one creature that was affected by your channeling. This creature is allowed a saving throw as usual, if they would normally be granted one.

Blessing/Blight Versatility (Channeling)

Prerequisites: Versatile Channeler, blessing/blight class feature, channel energy class feature.

Benefit: If you can apply blessings to targets, you may now also apply blights, treating your soul weaver level as being effectively 2 levels lower for this purpose.

If you can apply blights to targets, you may now also apply blessing, treating your soul weaver level as being effectively 2 levels lower for this purpose.

Channel Destruction (Channeling)

Prerequisites: Destruction sphere, channel energy class feature.

Benefit: You may imbue your channel energy with a blast type talent. This channeled energy may only be used to harm, but affects all creatures in the area, not just living or undead. The channeled energy does its normal number of damage dice of a die size and damage type corresponding to the chosen blast type. Additional effects apply as usual for the chosen blast type.

If more than one blast type is known, a different blast type may be selected each time channel energy is used. For example, a 5th level soul weaver with this feat and the Crystal Blast talent could channel energy, dealing 3d4 piercing damage as well as the effects of Crystal Blast in the normal area and with the normal DC of her channel energy. If, for example, she also possesses the Searing Blast talent, the next round she can channel energy, dealing 3d8 fire damage.

If the (blast type) talent chosen has additional spell point costs, an additional use of channel energy must be used in place of each spell point required. You may spend a spell point to increase the damage to one die per level in the class that grants channel energy that you possess.

Channel Life (Channeling)

Prerequisites: Life sphere, channel energy class feature.

Benefit: You may channel energy and augment it with your Life sphere abilities. You must spend the normal spell point cost of the ability, but may target any creature that is affected by your channel energy, even if they would normally be out of range of your ability. If combined with Mass Healing, you may affect every creature affected by your channel energy.

Channel Luck (Chance, Channeling)

Prerequisite: Channel energy.

Benefit: When you channel energy, you may spend a kismet point to grant all creatures affected a luck bonus (if they were healed) or a luck penalty (if they were harmed and failed their save) to their next saving throw equal to the number of dice of your channel energy ability. This bonus lasts at most 1 minute for each die of your channel energy ability.

Channel Resolve (Channeling)

Prerequisite: Channel energy class feature.

Benefit: When you channel energy, instead of its normal effects, you may instead grant those within range a single attack. These attacks are made immediately in initiative order. Each attack receives a bonus to damage equal to the number of dice you would have rolled for your channel energy.

Channeled Detonation (Channeling) [Gravecaller's HB]

You can overcharge your connection with your undead using your channel energy ability.

Prerequisites: Death sphere, ability to channel negative energy, caster level 5th.

Benefit: You can spend a use of your channel energy ability as a standard action to detonate a mindless undead you control within 30 feet, destroying it, but causing your channel energy to burst outwards from its location; your channel deals (or heals, as appropriate) 1 additional point of damage per Hit Die of the undead sacrificed. You can activate this ability as an immediate action whenever a mindless undead you control within 30 feet is reduced to 0 hit points by spending a spell point (and a use of channel energy, as normal).

If you possess the Master’s Presence (dominion) talent, you may use your dominion range when determining if an undead you control is within range for this feat.

Defiler’s Channel (Channeling, Defiler, Drawback) [Cata. HB]

You draw life energy directly from your environment.

Prerequisites: Terrain Casting drawback, channel energy 3d6.

Benefit: Whenever you channel energy, you may drain an area of its nutrients as per the Terrain Casting drawback. If you do, the number of dice used with your channel energy increases by 2.

Four Defiler Feats: The number of dice increases by 4 rather than 2.

Energized Appeasement (Channeling) [DbH]

The powers of the beyond are sufficient to appease the bound force within.

Prerequisite: Spirit class feature.

Benefit: When your spirit would gain a point of influence over you, you may spend two uses of channel energy in place of allowing the spirit to gain that point of influence. In addition, when you would spend a use of channel energy, you may instead allow your spirit to gain a point of influence over you.

Totemic Channeling (Channeling)

Prerequisites: War sphere, channel energy class feature.

Benefit: When you use your channel energy feature, instead of affecting everyone in a specific radius, you may spend a spell point to have it affect all allies or all enemies in a totem you control. You do not need to be within the chosen totem.


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