The following idea for variant channeling rules was proposed by Bradd W. Szonye in the newsgroup rec.games.frp.dnd. Without a newsreader and access to a newsserver, use google's web-frontend.
In a Carrilion Campaign, if you use the variant Cleric and new Priest class, remember that they don't have Channeling as a class feature! The domains chosen by a divine casters grant him spells and one or more powers, which often include at least one Channeling power. Some Knowledge skills give a synergy bonus of +1 to the DC of the target's Will save, see the domains' granted powers for details.
Channeling is a supernatural ability that can be performed as a standard action. It does not provoke attacks of opportunity. A character must present his holy symbol to channel. Channeling is considered an attack.
Times per Day: A character may usually attempt to channel a number of times per day equal to 3 + his Charisma modifier. This number can be increased by taking the Extra Channeling feat. Some domains grant the power to rebuke and bolster certain creatures. In this case the channeler may rebuke and bolster a number of times per day equal to 3 + his Charisma modifier, as if they were one channeling power. The feat Extra Channeling grants four times per day altogether in this case. See the Domain List for more information.
Range: Channeling targets all creatures of the appropriate type within 60 feet of the channeling character, except those that have total cover relative to him. The channeling character doesn't need line of sight to a target, but does need line of effect.
Saving Throw: A Will saving throw (DC 10 + 1/2 the channeling character's level + his Charisma modifier) negates all effects of turning.
Effects and Duration: You bestow penalty levels (see below) equal to half your turning level to all affected creatures. Turned creatures are also held at bay; they cannot move closer to you. At your option, turned creatures with Hit Dice less than or equal to your turning level become frightened instead. These effects last as long as you concentrate and maintain line of effect, plus 5 additional rounds.
Penalty Levels: A penalty level has the same effect as a negative level, except that penalty levels from different sources do not stack, and penalty levels from turning can affect non-living creatures. If turning bestows penalty levels greater than or equal to a target's Hit Dice, it instantly destroys that target.
Effects and Duration: Affected creatures with Hit Dice more than half your rebuking level are rebuked, while those with Hit Dice less than or equal to half your rebuking level are commanded instead.
Rebuked: A rebuked creature cannot move, as if its Speed were 0, but it can otherwise take actions normally. At your option, rebuked creatures with Hit Dice less than or equal to your turning level cower instead. These effects last as long as you concentrate and maintain line of effect, plus 5 additional rounds.
Commanded: A commanded creature is under your mental control. You must take a standard action to give mental orders to a commanded creature. At any one time, you may command any number of creatures whose total Hit Dice do not exceed your channeling level. If you can rebuke more than one creature type, this limit applies separately to each type. You may voluntarily relinquish command on any commanded creature or creatures in order to command new ones.
Effects and Duration: Regardless of type, bolstered creatures gain 2 bonus Hit Dice (d12s), the commensurate number of temporary hit points (apply Constitution modifier, if any), and a +1 competence bonus to attack rolls and Will saves. Previously-turned creatures may also attempt a new Will save (at the higher bonus) to negate the effects of turning. Bolstering is harmless, but a conscious creature can attempt a saving throw if it desires. These effects last as long as you concentrate and maintain line of effect, plus 5 additional rounds.
Resistance to Channeling (Ex): A creature with this special quality (usually an undead) is less easily affected by channeling. When resolving a channeling attempt, add the indicated number to the creature's Hit Dice total, and add half the number to its Will save. Use the increased Hit Dice when determining whether turning penalty levels are sufficient to destroy or command the creature.