TEXT: 1
  
  2
  Domain 
  Channeling 
  Feats
  Cassius charged down the tunnel, no more than three 
  steps behind the heavily armored Lady Evend. As the 
  lady slammed through the front line of drow, laying 
  waste to their numbers with her huge morningstar, 
  Cassius saw a thin drow with a ring of keys in her 
  fist dash back into the vast cave that served as the 
  dark elves’ stronghold. He slipped past Evend, a 
  carelessly aimed blow from a drow guard bouncing 
  off his shield as he dashed after the runner.
  He could hear his companions in pitched battle 
  behind him as he raced to catch his quarry. The drow 
  fortress-cavern of Yreggendeln was a huge open 
  space lit by the dull purple glow of crystals in the cave 
  roof  Every tunnel leading into it was barricaded by 
  a series of defensive buildings and pickets. Even after 
  smashing through the front line of defenses, Cassius 
  now found himself sprinting through a labyrinth of 
  alleyways between the guard towers and storage vaults.
  The drow female was just one turn of the tight 
  corridor ahead of him, but she remained barely 
  beyond his sight. As a result, he had no chance to see 
  what item or spell she used to send a bright crimson 
  flare up from her position, arcing into the air of the 
  vast cavern and visible to nearly every inhabitant 
  of Yreggendeln. But the meaning of it was clear 
  enough. Soon, the fortresses defenders would gather 
  to retake this position with a large force.
  As he finally caught up to her, rage briefly overtook 
  Cassius. The drow had dashed into a huge iron cage 
  situated just behind the defensive maze. Dozens of 
  prisoners lay chained within, and already one was 
  dead at the drow’s feat. She flashed a wicked grin as 
  he arrived, and as she flicked blood from her dagger, 
  vile words spilled from her lips. The corpse at her feet 
  twitched and began to rise, though no life could be seen 
  in its eyes. Without another look at Cassius, the drow 
  stalked toward the next chained victim, a human girl of 
  no more than seven years. In the distance, where vast 
  towers grew up from the cavern’s floor, Cassius saw a 
  few drow warriors gather and look his way.
  Cassius slammed his mailed fist into the cage’s gate 
  and channeled the divine power of Libertas, calling 
  on the power the goddess of freedom had given him. 
  In a flash, the cage door popped open and the iron 
  shackles cracked loudly, falling away at once from 
  the wrists of every prisoner. All eyes in the cage, 
  prisoner and drow alike, turned to face him in shock.
  “Fight!” Cassius bellowed in the common tongue, 
  and then, “Fight!” again in dwarven, the only 
  subterranean tongue he knew. “If you ever wish to 
  walk in freedom again, take up arms and fight! You 
  are prisoners no more, now let none ever enslave 
  you again!” The drow necromancer spun to face 
  him, black energy crackling in one of her hands, and 
  her zombie serf lurched toward him with a moan. 
  Very well, thought Cassius, let them vent their rage 
  upon him. It would give the prisoners time to grab 
  stones and perhaps arm themselves with the very 
  chains that once bound them. If it fell to him to hold 
  back all of the forces of Yreggendeln to allow the 
  prisoners time to escape, he would do so.
  Libertas had given him other gifts, as well…
  
  3
  C
  lerics are a staple of adventuring parties 
  because they possess a potent blend of martial 
  prowess and magic, particularly healing 
  magic. Each deity, pantheon, or power that a cleric 
  worships offers a portion of the power in its portfolio 
  to its clerics in the form of domains.
  Domains, like schools and bloodlines, should 
  mean that clerics of different faiths play differently. 
  Unfortunately, two things tend to interfere with such 
  character diversity. One, all clerics have largely the 
  same spell list — domains have some impact on 
  the spells available to a cleric, but do not define the 
  cleric’s spell list in the same broad way that wizard’s 
  schools do. Two, clerics often fall firmly in the role of 
  party healer, abandoning many of the interesting spell 
  options for cures, restorations and resurrection spells. 
  As a result, the cleric of a sea god plays (mechanically 
  speaking) much like the cleric of a goddess of freedom. 
  Given that the cleric has a crucial role to play in an 
  adventuring party’s success, attempting to impart 
  more specialization by altering the cleric’s available 
  spells would have consequences that would be both 
  far-reaching and difficult to predict.
  Instead, this product differentiates one cleric from 
  another by offering players new feats for use with the 
  channel energy class feature. The channel energy ability 
  already functions in different ways based on a cleric’s 
  alignment, which often proscribes whether a given 
  cleric channels positive or negative energy. Presented 
  here are Domain Channeling feats which add flexibility 
  to the otherwise fairly static power level of the class 
  ability, allowing the powers of the cleric’s deity to 
  directly impact what kind of effect his channeled 
  energy can produce. There are also a few other new 
  channeling feats that will offer cleric players even more 
  options, such as channeling two effects simultaneously 
  or altering the shape of a channel effect.
  Domain Channeling feats add a thematic element 
  to a cleric’s channeling ability that ties directly to the 
  cleric’s domain choices. Each Domain Channeling 
  feat also makes use of the number of dice channeled; 
  these are referred to as “channel dice.” The channel 
  dice may be rolled normally in some cases, or may 
  define other aspects of the feat’s power (such as a 
  power’s effectiveness or duration).
  Several of the Domain Channeling feats may seem 
  more like spells than is typical of Channel Energy. 
  This won’t work for every group, but for many it 
  may give each cleric a distinctive feel, unique to her 
  deity and domain choices.
  Domain Channeling anD 
  subDomains
  Having access to a subdomain is considered to fulfill 
  the prerequisite of access to the domain it is a variant of, 
  for purposes of domain channeling feat prerequisites. 
  For example, a cleric with the heroism subdomain 
  is considered to have access to the glory domain for 
  purposes of taking the Fearsome Gaze feat.
  Domain Channeling anD 
  Channel energy
  Many of the Domain Channeling feats provide 
  abilities that are very different from the typical 
  abilities of channel energy. This is a conscious 
  design choice to give each cleric a distinctive feel. 
  Much as Arcane Strike allows a spellcaster to create 
  a magic effect fueled by his own eldritch might, 
  many Domain Channeling feats represent access to a 
  brand new power granted by his deity that is simply 
  powered by his channeled energy.
  
  4
  Domain channeling represents a special form of 
  energy provided by a deity in keeping with that god’s 
  interests and concerns. Domain channeling is neither 
  positive nor negative energy, instead existing as a 
  special form of divine power unique to each domain. 
  All effects listed in the feat entries below occur in 
  place of the normal effects of channeling energy 
  unless otherwise noted. Gaining a domain channeling 
  ability does not remove the ability to channel positive 
  or negative energy, as defined by the Pathfinder Core 
  Rulebook. However all the forms of energy channeling 
  a cleric is capable of come from the same pool of uses 
  per day, as defined for channel energy.
  Domain Channeling anD 
  Channel resistanCe
  While normally only undead creatures have channel 
  resistance and it is primarily used as a defense against 
  channeling positive energy, the rules of channel 
  resistance specify they apply to all effects dependent 
  on channel energy. Thus, creatures with channel 
  resistance gain it as a bonus to any saving throw they 
  make against any domain channeling effect.
  alternate Domain 
  Channeling options
  Rather than have domain channeling available as a 
  feat, as an optional rule a GM may allow a cleric 
  to gain domain channeling in place of the ability 
  normally gained from a domain at 1st level. For 
  example, a cleric with the Community domain 
  could be allowed to take the Bolstering Companions 
  domain channeling ability in place of the calming 
  touch normally gained by a 1st level cleric with that 
  domain. (Or, in the case of the rune domain, the 
  domain channeling can be gained in place of gaining 
  Scribe Scroll as a bonus feat.)
  Bolster Companions (Domain 
  Channeling; Community Domain)
  Drawing upon the power of community, you 
  may bolster your allies with temporary stamina 
  and vitality.
  Prerequisite: Cha 13, Selective Channeling, 
  channel energy class feature, community domain.
  Benefit: All allies within 30’ of you gain 2 
  temporary hit points, plus an additional 2 per channel 
  die. These hit points last for 10 rounds. Multiple 
  uses of this feat cannot boost an ally’s temporary 
  hit point total (from any source) above the number 
  you grant with a single use.
  Break BonDage (Domain Channeling; 
  liBeration Domain)
  You can infuse a burst of positive energy with the 
  spiritual power of liberty, literally breaking bonds.
  Prerequisite: Cha 13, channel energy class 
  feature, liberation domain.
  Benefit: You can channel energy to deal damage 
  to any physical bonds currently restraining a 
  creature, such as ropes, chains or manacles. Roll 
  your channel damage normally against all restraints 
  in range, ignoring half the restraint’s hardness. If a 
  restraint is reduced to half its normal hit points or 
  less, it gains the broken condition. If the damage 
  you deal would reduce the object to fewer than 
  0 hit points it is destroyed by this power. Any 
  magical restraint is granted a Fortitude save (DC 10 
  + channeling dice + Cha modifier) for half damage.
  If restraints have the broken condition, the DC 
  for escape is reduced by 2. Destroyed bonds no 
  longer restrain their captives at all.
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  
  5
  Feat
  prerequisites
  eFFeCt
  Bolster Companions
  Cha 13, Selective Channeling, 
  channel energy class feature, 
  community domain.
  Grant allies temporary hit points
  Break Bondage
  Cha 13, channel energy class 
  feature, liberation domain
  Damage bonds and restraints.
  Burst of Insight
  Int 13, Cha 13, channel energy 
  class feature, knowledge domain
  Grant an ally a bonus to one Knowledge 
  check.
  Channel Holy Boon
  Cha 13, channel positive energy 
  class feature, good domain, divine 
  caster level 3
  Grant good creatures bonuses to their 
  next attack, and penalize evil creatures.
  Channel Order’s Legacy Cha 13, Channel energy class 
  feature, Law domain, divine caster 
  level 3
  Lawful creatures gain a +1 bonus to one 
  type of roll for 1 round/channel die, and 
  chaotic creatures take a penalty.
  Channel Ray
  Cha 13, channel energy class 
  feature, divine caster level 3
  Turn a channel energy effect into a ray.
  Channel Swift Passage
  Cha 15, channel energy class 
  feature, travel domain, caster level 3
  Instantly travel 15 feet, + 5 ft./2 channel 
  dice you possess.
  Channel Unholy Gift
  Cha 13, channel negative energy 
  class feature, evil domain, divine 
  caster level 3
  Grant evil creatures bonuses to their next 
  attack, and penalize good creatures.
  Channel Vortex
  Cha 13, channel energy class 
  feature, air domain
  Create a wind that disrupts ranged 
  attacks.
  Channeled Blast Rune
  Cha 13, channel energy class 
  feature, rune domain.
  Place a channel energy effect in your 
  blast rune.
  Combustion Wave
  Cha 15, channel energy class 
  feature, fire domain
  Channel a wave of intense heat.
  Critical Fortune
  Cha 15, channel energy class 
  feature, luck domain
  Increase the threat range of weapons in 
  an area.
  Delay Corruption
  Cha 15, channel energy class 
  feature, repose domain, divine 
  caster level 3
  Delay the transformation of a corpse into 
  any form of undead.
  Divine Armor
  Cha 13, channel energy class 
  feature, protection domain
  Grant touched ally DR 5/—. 
  Divine Potency
  Channel energy class feature, 
  strength domain
  Increase the carrying capacity of all 
  creatures in a radius.
  Drowning Aura
  Cha 15, channel energy class 
  feature, water domain, divine caster 
  level 9
  Cause creatures within 15 feet to feel as 
  though they are drowning.
  Dual Channel
  Cha 13, channel energy class feature Split your channeling twice between two 
  effects. 
  Fearsome Gaze
  Cha 15, channel energy class 
  feature, glory domain
  Gain a gaze attacks.
  Fortify Armor 
  Channeling
  Cha 13, channel energy class 
  feature, artifice domain
  Grant an ally touched armor fortification. 
  Frost Plants
  Cha 13, channel energy class 
  feature, plant domain
  Paralyze and freeze creatures of the plant 
  type.
  
  6
  Burst oF insight (Domain Channeling; 
  knowleDge Domain)
  Through your touch, you channel energy that 
  grants an insight bonus to an upcoming knowledge 
  skill check.
  Prerequisite: Int 13, Cha 13, channel energy class 
  feature, knowledge domain.
  Benefit: With a touch, you grant a single creature 
  an insight bonus equal to +1 per channel dice to a 
  single Knowledge skill check of its choice. This 
  bonus must be used in the next 5 minutes or it expires.
  Channel holy Boon (Domain 
  Channeling; gooD Domain)
  With a burst of positive energy, good-aligned creatures 
  gain a bonus while evil-aligned creatures suffer a penalty.
  Prerequisite: Cha 13, channel positive energy 
  class feature, good domain, divine caster level 3.
  Benefit: All good aligned creatures within 30 feet 
  gain a sacred bonus to the next attack roll they make 
  within 1 round, and all evil creatures suffer a penalty 
  to their next attack roll in that time. The bonus is equal 
  to +1 per 2 channeling dice (minimum +1), and the 
  penalty -1 per 2 channeling dice (minimum -1).
  Hail Strike
  Cha 13, channel energy class 
  feature, weather domain
  Deal bludgeoning hail damage in a 
  radius.
  Mantle of Radiance
  Cha 13, channel energy class 
  feature, nobility domain
  Grant creatures in a radius a morale 
  bonus to all Cha-based skill checks.
  Phantom Flanker
  Cha 13, channel energy class 
  feature, trickery domain.
  Create a shimmering phantasmal ally 
  that flanks foes.
  Shadow Channeling
  Cha 13, channel energy class 
  feature, darkness domain
  Reduce light in an area.
  Shape Channel
  Cha 13, channel energy class 
  feature, caster level 3
  Change the shape of channeled energy.
  Skirmish Burst
  Cha 13, Channel energy class 
  feature, war domain, divine caster 
  level 2
  Make an attack against all creatures in an 
  area.
  Subdue Beasts
  Cha 13, channel energy class 
  feature, animal domain
  Inflict nonlethal damage to animals in an 
  area.
  Sudden Truce
  Cha 13, Channel energy class 
  feature, charm domain
  Shift attitudes of humanoids in an area.
  Sunlight
  Cha 15, Channel energy class 
  feature, sun domain
  Illuminate undead you harm with 
  positive energy.
  Suppressive Channeling
  Cha 13, channel energy class 
  feature, magic domain
  Suppress magic on one target.
  Touch of Ruin
  Cha 15, channel energy class 
  feature, destruction domain
  Corrode an inanimate item with a touch.
  Tremor Channeling
  Cha 15, channel energy class 
  feature, earth domain
  Force creatures within 30 feet to fall 
  prone.
  Vigor
  Cha 13, channel (positive) energy 
  class feature, healing domain
  Grant creatures in a radius fast healing.
  Wave of Madness
  Cha 15, channel energy class 
  feature, madness domain, divine 
  caster level 3
  Penalize the Will saves and Wisdom 
  checks of creatures in a radius.
  Wild Favor
  Cha 13, channel energy class 
  feature, chaos domain, divine 
  caster level 3
  Grant chaotic creatures a luck bonus to 
  their first noteworthy check each round, 
  and penalize lawful creatures.
  Zone of Decay
  Cha 13, channel (negative) energy 
  class feature, death domain.
  Inflict bleed effects on creatures in a 
  radius.
  
  7
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  Channel orDer’s legaCy (Domain 
  Channeling; law Domain)
  In an axiomatic burst, lawful creatures gain a bonus 
  while chaotic aligned creatures suffer a penalty.
  Prerequisite: Cha 13, Channel energy class 
  feature, Law domain, divine caster level 3
  Benefit: All lawful-aligned creatures within 30 
  feet of you gain a +1 circumstance bonus to attack 
  rolls, saving throws, or skills checks (selected 
  by you when you use this ability), and all chaotic 
  creatures suffer a -1 penalty to the same rolls. These 
  bonuses and penalties apply to the first appropriate 
  roll or check each character makes each round, for 
  one round per channeling die.
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  Channel ray
  You can channel energy to a single target at greatly 
  increased range.
  Prerequisite: Cha 13, channel energy class feature, 
  divine caster level 3.
  Benefit: When you use any channel energy effect 
  that normally affects an area, you may instead turn 
  it into a ray. The ray affects a single target within 90 
  feet, but you must make a successful ranged touch 
  attack to hit the desired target. If the channeling 
  effect normally allows a Reflex save, the target is 
  automatically treated as having failed the save. If 
  the channeling effect normally allows a Fort or Will 
  save, the target receives the saving throw normally.
  Channel swiFt passage (Domain 
  Channeling; travel Domain)
  You can use your channel energy to pause time in 
  order to travel a short distance instantly.
  Prerequisite: Cha 15, channel energy class feature, 
  travel domain, caster level 3.
  Benefit: You may expend a daily use of your 
  channel energy ability as a swift action to instantly 
  travel 15 feet, + 5 ft./2 channel dice you possess. 
  While to others it appears that you instantly teleport 
  from point to point, you are only able to reach points 
  accessible through your normal means of travel. 
  You cannot pass through spaces barred to you or 
  that would require moving through areas you would 
  require a skill check to pass through, though difficult 
  terrain is not a factor. If an area contains a trap or 
  hazard (anything that would make an attack roll, 
  require a saving throw, or deal damage) or moving 
  through it would provoke an attack of opportunity, 
  you cannot pass through it, though you will not 
  know why your power failed.
  Channel unholy giFt (Domain 
  Channeling; evil Domain)
  In a profane burst, evil-aligned creatures gain a 
  bonus while good-aligned creatures suffer a penalty.
  Prerequisite: Cha 13, channel negative energy 
  class feature, evil domain, divine caster level 3.
  Benefit: All evil-aligned creatures within 30 feet 
  gain a profane bonus to the next damage roll they 
  make within 1 round, and all good creatures suffer 
  a penalty to their next damage roll in that time. 
  The bonus is equal to +1 per 2 channeling dice 
  (minimum +1), and the penalty -1 per 2 channeling 
  dice (minimum -1).
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  
  8
  Channel vortex (Domain Channeling; 
  air Domain)
  You can channel divine energy to create a momentary 
  swirling wind vortex that disrupts ranged attacks.
  Prerequisite: Cha 13, channel energy class feature, 
  air domain.
  Benefit: You may use your channel energy ability 
  to create a 20-foot-radius burst of swirling winds that 
  centers on you. The winds disrupt ranged attacks that 
  enter or leave the area of effect for 1 round. All affected 
  ranged attacks suffer a -1 penalty to hit per channel die.
  Special: Selective Channel cannot be used to 
  exclude targets from this wind effect.
  ChanneleD Blast rune (Domain 
  Channeling; rune Domain)
  You can infuse your blast rune with channeled energy.
  Prerequisite: Cha 13, channel energy class feature, 
  rune domain.
  Benefit: You can replace the normal effect of your 
  blast rune with the effect of one of your channeling 
  effects: healing, harm or another channel energy 
  effect you have access to.
  Special: Selective Channel cannot be used to 
  exclude targets from this blast rune effect.
  ComBustion wave (Domain Channeling; 
  Fire Domain)
  When you channel energy, a wave of blistering heat 
  radiates from you, dealing damage and possibly 
  causing flammable items to ignite.
  Prerequisite: Cha 15, channel energy class 
  feature, fire domain.
  Benefit: You can choose to channel a wave of 
  intense heat. Your channel energy effect deals 1d4 
  fire damage per channel die to all targets in the area 
  of effect. Unattended items in the area of effect that 
  are either combustible or volatile may ignite (as 
  if caught in the area of a fireball spell). Creatures 
  caught in the area of effect may make a Reflex save 
  (at the normal DC to resist your channel energy) to 
  halve the damage. Creatures with channel resistance 
  may add that bonus to the Reflex save.
  Special: You may use Selective Channel as usual 
  to exclude targets from this effect, including specific 
  unattended items you don’t wish to burn.
  CritiCal Fortune (Domain Channeling; 
  luCk Domain)
  You can focus your channel energy into a field that 
  grants a boost of luck.
  Prerequisite: Cha 15, channel energy class 
  feature, luck domain.
  Benefit: You can choose to focus your channeled 
  energy into a field of fortune. The threat range of 
  all attack rolls within this field is increased by one. 
  (Add one to the total threat range, after any other 
  calculations such as a keen weapon or Improved 
  Critical.) This effect lasts a number of 
  rounds equal to your channel dice, or 
  until an affected creature scores a 
  critical threat.
  Special: You may use the 
  Selective Channeling feat to exclude 
  targets as usual.
  Delay Corruption (Domain 
  Channeling; repose Domain)
  You channel a purifying white light 
  that temporarily halts the decay and 
  transformation of the dead into undead.
  Prerequisite: Cha 15, channel energy class 
  feature, repose domain, divine caster level 3.
  Benefit: You expend two uses of your channel 
  energy ability to delay the transformation of a 
  8
  
  9
  single corpse touched into any form of undead. 
  The body has many of its injuries repaired, and 
  remains untouched by decay for 1 day/2 channel 
  dice (minimum of 1 day). If the creature was slain 
  in a manner that would cause it to rise as an undead, 
  that transformation is delayed by the same amount 
  of time. Likewise, any spells that would animate 
  the creature as an undead automatically fail if cast 
  before this effect expires. Delay corruption does not 
  interfere with reincarnation, raise dead, or similar 
  effects that return the creature to life.
  Divine armor (Domain Channeling; 
  proteCtion Domain)
  You can channel the power of protection, granting a 
  target damage reduction with only a touch.
  Prerequisite: Cha 13, channel energy class feature, 
  protection domain.
  Benefit: You channel energy and touch an ally, 
  granting them DR 5/—. This damage reduction 
  persists for 1 hour or until it absorbs a total of 5 hp 
  of damage per channel die. Multiple uses of this feat 
  do not stack, however each additional use does add 
  one hour to the duration.
  Divine potenCy (Domain Channeling; 
  strength Domain)
  You can channel strength into your companions and 
  yourself, increasing your capability to carry heavy loads.
  Prerequisite: Channel energy class feature, 
  strength domain.
  Benefit: Instead of the normal channeling effect 
  you may channel energy to increase the carrying 
  capacity of you and all living creatures in a 30-foot-
  radius burst. Each target creature’s carrying capacity 
  doubles for 10 minutes per channel die. This does 
  not affect the creature’s actual Strength in any way, 
  merely the amount of material it can carry with 
  regard to encumbrance. It also has no effect on 
  encumbrance due to armor.
  Special: This ability partially stacks with the 
  effects of the spell ant haul. If you use this ability 
  in conjunction with ant haul, that creature’s carrying 
  capacity is quadrupled rather than tripled.
  Drowning aura (Domain Channeling; 
  water Domain)
  Creatures caught in the area of your channeling find 
  that every breath of air feels as though it turns to 
  water as it enters their body.
  Prerequisite: Cha 15, channel energy class feature, 
  water domain, divine caster level 9.
  Benefit: You create a 15-foot-radius drowning aura 
  that moves with you. This drowning aura persists for 
  1 round for every channel die. All creatures within 
  this aura feel as if every breath of air turns to water 
  as it enters their body, requiring a Fortitude save 
  (DC 10 +1/2 cleric level + Charisma modifier). 
  Characters who fail the Fortitude save and cannot 
  breathe water are fatigued for the duration of the 
  effect. If a creature is already fatigued, it is instead 
  exhausted. Moving outside the area of effect of the 
  drowning aura terminates this effect, but such a 
  creature is immediate fatigued again if it re-enters 
  your aura. Once a creature has successfully saved 
  against your drowning aura they cannot be affected 
  by this feat for again for 24 hours.
  Special: You are immune to your own drowning 
  aura. Selective Channel can exempt targets as usual.
  
  10
  Dual Channel
  When you channel energy, you may channel two 
  different channeling effects simultaneously, but to a 
  reduced degree.
  Prerequisite: Cha 13, channel energy class feature.
  Benefit: You may split the total dice you roll for 
  your channel ability into two separate effects that 
  you are normally able to channel—Heal, harm, or 
  even the effects of domain channeling feats.  Both 
  effects are triggered at the same time. Each affect is 
  calculated at one less die of channeling (minimum 
  1 die).
  Normal: If you channel positive energy you must 
  choose whether to heal the living or deal damage 
  to undead each time you channel. If you channel 
  negative energy you must choose to deal damage 
  to the living or to heal the undead each time you 
  channel. Domain channeling feats replace your 
  normal channel effect.
  Fearsome gaze (Domain Channeling; 
  glory Domain)
  By focusing the power of glory, you can gain a gaze 
  attack that causes pain and fear in your enemies.
  Prerequisite: Cha 15, channel energy class 
  feature, glory domain.
  Benefit: By expending two uses of your channel energy 
  ability, you gain a gaze attack for 1 round per channel 
  die. This gaze attack has a range of 30 feet, and deals hit 
  point damage equal to 1d6 + your Charisma modifier. 
  Foes may make a Fortitude save (DC 10 +channeling 
  dice +your Charisma modifier) to negate this effect 
  each round. You may focus this gaze on one creature 
  in range per round as a standard action, in addition to 
  creatures in range being forced to make a save against 
  it on their own round. See the universal monster rules 
  in the Bestiary for more information on gaze attacks. 
  Special: Selective Channel can exempt targets as usual.
  FortiFy armor Channeling (Domain 
  Channeling; artiFiCe Domain)
  Through the power of artifice, you can 
  temporarily increase the effectiveness of any 
  armor (including a target’s clothing) you touch.
  Prerequisite: Cha 13, channel energy 
  class feature, artifice domain.
  Benefit: Touching an ally grants an effect similar 
  to the fortification magic armor property, but the 
  % chance of successfully negating a critical hit 
  is 10% per channel die. This effect persists for 
  1 minute per channel die.
  Frost plants (Domain 
  Channeling; plant Domain)
  You can channel energy to temporarily halt 
  plants with a thin sheen of frost.
  Prerequisite: Cha 13, channel energy 
  class feature, plant domain.
  Benefit: You channel a short burst of cold 
  that paralyzes and freezes creatures of the plant 
  type in place. A Fort save (DC 10 + channel dice 
  + Cha modifier) negates this effect. All plants 
  within a 30-foot-radius of you are affected. The 
  creatures with the plant type are aware and can breathe 
  normally, but cannot take any actions. Each round on 
  their turn, the targets may attempt a new saving throw 
  to end the effect. This is a full-round action that does 
  not provoke attacks of opportunity. This effect persists 
  for 1 round per channel die, or until the subject makes 
  a Fortitude save or takes fire damage.
  Special: Plants immune to cold are unaffected by 
  this power.
  
  11
  hail strike (Domain Channeling; 
  weather Domain)
  When you channel energy you can call forth a storm 
  of painful hail.
  Prerequisite: Cha 13, channel energy class 
  feature, weather domain.
  Benefit: Instead of the normal effects of channel 
  energy, you can choose to call forth a storm of 
  hailstones that batter creatures within a 30-foot-
  radius of you. These hailstones deal 1d4 points 
  of bludgeoning damage per channel die (treated 
  as weapon damage), with a Reflex save (DC 10 + 
  channel dice + Cha modifier) for half damage. 
  The hailstones persist for some time. If channeled 
  over stone, wood, or some other hard or smooth 
  surface, the area of effect becomes difficult terrain 
  for 1 round/2 channel dice (minimum 0 rounds).
  Special:  Selective Channel can be used to 
  exempt targets from the initial hail strikes, however 
  movement across the area of effect is still considered 
  to be difficult terrain for everyone.
  mantle oF raDianCe (Domain 
  Channeling; noBility Domain)
  You can channel energy to make you and your allies 
  appear to be exemplars of leadership and authority.
  Prerequisite: Cha 13, channel energy class 
  feature, nobility domain.
  Benefit: You bestow an aura of authority upon 
  yourself and a number of targets equal to your 
  Charisma bonus. This aura grants each of you a 
  morale bonus to all Cha-based skill checks equal 
  to +1 for every two channel dice. This bonus 
  lasts for 10 minutes.
  phantom Flanker (Domain 
  Channeling; triCkery Domain)
  You can choose to channel to create a phantasmal 
  ally to flank with.
  Prerequisite: Cha 13, channel energy class 
  feature, trickery domain.
  Benefit: Channeling energy creates a 
  shimmering phantasmal ally that remains with 
  you for 1 round/channel die. This phantasmal ally 
  is harmless, however, anytime you engage an enemy 
  in melee combat your opponent must make a Will 
  save. If your opponent fails his save, he’ll perceive 
  the phantasmal ally as a serious enough threat to 
  grant you the benefits of flanking that opponent. If 
  an opponent makes the save, he is immune to any 
  phantom flanker you create for 24 hours. This is 
  considered a mind-affecting illusion effect.
  shaDow Channeling (Domain 
  Channeling; Darkness Domain)
  You can use your channeling ability to draw out and 
  deepen the shadows darkening an area.
  Prerequisite: Cha 13, channel energy class feature, 
  darkness domain.
  Benefit: You reduce the level of light in the area 
  affected by your channeling by one step (bright to 
  normal, normal to dim, and so on). This effect lasts 
  for 1 minute/channel die. You may sacrifice a die of 
  channeling to lower the light level by two steps. This 
  is treated as a darkness spell with a spell level equal 
  to your channeling dice for purposes of its interaction 
  with light spells.
  Special: Selective Channel cannot be used to 
  exclude targets from this darkness effect.
  shape Channel
  You can alter the area of effect of a channel power, 
  changing it from a 30-foot-radius burst effect to a 
  line or cone.
  Prerequisite: Cha 13, channel energy class feature, 
  caster level 3.
  Benefit: When you channel energy (to heal, harm, 
  or some other channel energy effect you have access 
  
  12
  to), you may choose to make it a 40-foot cone or 60-
  foot line rather than a 30-foot-radius burst. This feat 
  has no effect on channel energy abilities that are not 
  a 30-foot-radius burst. This does not alter any aspect 
  of the channel energy ability other than its shape.
  skirmish Burst (Domain Channeling; 
  war Domain)
  When you channel energy you can call forth a swirling, 
  violent legion of your deity’s favored weapon.
  Prerequisite: Cha 13, Channel energy class 
  feature, war domain, divine caster level 2.
  Benefit: When you channel energy, you may 
  choose to make an attack roll against all creatures 
  in range. This attack roll has an attack bonus of your 
  base attack bonus plus your Wisdom modifier. Any 
  creature hit by this attack takes weapon damage equal 
  to 1d4 per channeling die, of a type matching damage 
  dealt by your deity’s favored weapon (bludgeoning, 
  piercing or slashing).You are unaffected by this 
  channel damage.
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  suBDue Beasts (Domain Channeling; 
  animal Domain)
  You can channel energy to painlessly weaken and 
  subdue hostile beasts.
  Prerequisite: Cha 13, channel energy class 
  feature, animal domain.
  Benefit: You may choose to inflict nonlethal damage 
  to creatures of the animal type instead of the damage 
  usually caused by channeling energy. Furthermore, 
  any animal that fails its save for half damage becomes 
  fatigued until all the damage dealt is healed.
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  suDDen truCe (Domain Channeling; 
  Charm Domain)
  You can exert a sudden burst that causes nearby 
  creatures to cease hostile actions.
  Prerequisite: Cha 13, Channel energy class 
  feature, charm domain.
  Benefit: You may expend two uses of 
  channel energy to emit a 30-foot-radius burst 
  of raw emotion that temporarily shifts a 
  humanoid’s attitude by one step (for example, 
  hostile targets become unfriendly, indifferent 
  targets become friendly) for 1 round/channel 
  die. A Will save (DC 10 + channel dice + Cha 
  modifier) negates this effect. If you or an ally 
  take any hostile actions, this effect immediately 
  ends for all affected targets.
  Special: You may use the Selective 
  Channeling feat to exclude targets as usual.
  sunlight (Domain Channeling; 
  sun Domain)
  You can focus your turning energy into a 
  focused ray of bright light that is especially 
  harmful to undead.
  Prerequisite: Cha 15, Channel energy 
  class feature, sun domain.
  Benefit: When you channel positive energy 
  to harm undead, any undead that fails its save 
  is bathed in radiant light for a number of 
  rounds equal to your channeling dice. Such 
  undead radiate light as a torch, and suffer a 
  -2 penalty to AC and saves for this duration. 
  Unlike most domain channeling, this effect 
  takes place in addition to the normal effect of 
  channeling positive energy to harm undead.
  
  13
  Special: You may combine this feat with the effects 
  of Channel Smite, causing a foe hit with a channeled 
  smite to also suffer this effect.
  suppressive Channeling (Domain 
  Channeling; magiC Domain)
  Your channel a disruptive magical energy and 
  temporarily suppress a magical effect on a target.
  Prerequisite: Cha 13, channel energy class feature, 
  magic domain.
  Benefit: Your channeled energy suppresses one 
  ongoing spell that has been cast on a creature or 
  object within 30 feet of you. Similar to a targeted 
  dispel magic, you make a dispel check (1d20 + your 
  caster level) and compare that to the active spell with 
  the highest caster level (DC = 11 + the spell’s caster 
  level). If successful, that spell’s effects cease for 1 
  round/channel die. If the dispel check fails, compare 
  the same result to the spell with the next highest 
  caster level. Repeat until you have suppressed one 
  spell affecting the target, or you have 
  failed to suppress every spell.
  A 
  suppressed 
  spell 
  duration 
  continues to progress even while its 
  effects are suppressed.
  touCh oF ruin (Domain 
  Channeling; DestruCtion 
  Domain)
  You may focus the power of your 
  channeled energy into a destructive 
  nimbus around your hand. 
  Prerequisite: Cha 15, channel energy 
  class feature, destruction domain.
  Benefit: You are able to corrode, 
  rust, or otherwise decay an inanimate 
  item with a touch. With a successful 
  touch attack, you may roll your 
  channeling dice and deal the total 
  as damage to a construct or object, 
  which has its hardness against this 
  attack reduced by 10 (to a minimum 
  hardness of 0). An attended object, 
  any magic object, or any construct 
  can attempt a Reflex save to negate 
  this effect.
  Special: You can combine this feat 
  with Channel Smite.
  tremor Channeling (Domain 
  Channeling; earth Domain)
  When standing on earth or stone you can use your 
  channel energy ability to create a small localized 
  series of tremors that can knock foes to the ground.
  Prerequisite: Cha 15, channel energy class feature, 
  earth domain.
  Benefit: You are able to use channel energy to 
  cause natural stone and earth to shudder within a 
  30-foot-radius of you. All creatures in this area of 
  effect (except yourself) must make a Reflex save (DC 
  10 + channel dice + Cha modifier) each round or fall 
  prone. These quakes persist for 1 round/2 channel 
  dice (minimum 1 round).  Any creature that enters 
  this area of effect while it persists must also make 
  the Reflex save. If you move from the spot where 
  you used this ability, the quakes immediately end.
  Special: You cannot affect this feat with Selective 
  Channeling.
  
  14
  vigor (Domain Channeling; healing 
  Domain)
  You can accelerate the healing of living creatures 
  within the area of your channel positive energy burst.
  Prerequisite: Cha 13, channel (positive) energy 
  class feature, healing domain.
  Benefit: Instead of the normal effect of channeling 
  positive energy, you may instead grant all living 
  creatures within a 30-foot-radius of you fast healing 
  4 for 1 round/channel die.
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  wave oF maDness (Domain Channeling; 
  maDness Domain)
  Your channel energy can damage the judgment of 
  those it affects, driving some to a brief period of 
  hallucinations.
  Prerequisite: Cha 15, channel energy class feature, 
  madness domain, divine caster level 3.
  Benefit: You are able to affect the minds of those 
  within the normal burst radius of your channel 
  ability. Instead of normal damage, your channeling 
  inflicts a penalty on affected creatures’ Will saves 
  and to any Wisdom-based skill checks and the save 
  DCs of their Wisdom-based spells and abilities. 
  This penalty is equal to -1 per 2 dice of channeling 
  (minimum -1). Creatures may attempt a Will save 
  (DC 10 + channel dice + Cha modifier) to negate this 
  effect. The penalty lasts for 1 round per channel die.
  Special: You may exclude targets normally with 
  the Selective Channeling feat. You may use this feat 
  in conjunction with the Channel Smite feat.
  wilD Favor (Domain Channeling; Chaos 
  Domain)
  In an anarchic burst, chaotic creatures gain a bonus 
  while lawful aligned creatures suffer a penalty.
  Prerequisite: Cha 13, channel energy class feature, 
  chaos domain, divine caster level 3.
  Benefit: All chaotic-aligned creatures within 30 
  feet of you gain a +1 luck bonus to attack rolls and 
  all lawful creatures suffer a -1 penalty to attack rolls. 
  These bonuses and penalties apply to the first attack 
  roll, saving throw or skill check each character 
  makes each round, for one round per channeling die.
  Special: You may use the Selective Channeling 
  feat to exclude targets as usual.
  zone oF DeCay (Domain Channeling; 
  Death Domain)
  The wounds of targets in the channeled area begin to 
  blacken and fester.
  Prerequisite: Cha 13, channel (negative) energy 
  class feature, death domain.
  Benefit: In response to your channeled energy, all 
  living creatures within a 30-foot-radius of you that 
  gain bleed damage equal to 2 points per channel die. 
  A successful Fortitude save (DC 10 + channel dice 
  + Cha modifier) reduces this to 1 point of bleed per 
  channel die.
  Special: You may use the Selective Channeling feat 
  to exclude targets as usual. If you use this feat with 
  Channel Smite, your strike inflicts 2 points of bleed 
  damage or 1 point if your target successfully saves.
  
  15
  CreDits
  Author: Andrew Marlowe
  Developer: Owen K.C. Stephens
  Editor: Jeremy Miller
  Cover Illustration: Storn Cook
  Interior Illustrations: Toby Gregory
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
  go rogue!
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  using designs by Claudio Pozas. Used with 
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  16
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  Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  The Genius Guide to Domain Channeling. ©2014, Rogue Genius Games. Author: Andrew Marlowe
  Published Under the SRD, OGL, and d20 (v 3) 
  License ©2000, Wizards of the Coast, Inc.
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