“Energy” is a very vague and nebulous term, which can refer to a lot of different things, and there are lots of different types of energy. Just in Pathfinder game terms, there’s acid, cold, electricity, fire, force, negative, positive, and sonic, plus, most likely, a couple oddballs that I’m forgetting about. Similarly, a cleric can draw his or her power from a wide variety of sources, and while there’s certainly a long tradition of clerics being associated with the undead (whether very effective against them, or very effective at using them), when you have, for example, a priestess of the water deity, that feels like somewhat less of an important trait.
Today’s feats expand the cleric’s channel energy ability into the territory of the elements. It’s not entirely without precedent: Elemental Channel, from the Pathfinder Roleplaying Game Core Rulebook, allows clerics to harm or heal outsiders of elemental subtypes with their channel energy. This just takes things a couple of steps further…
Channel Elemental Spell
You can spontaneously convert channeled energy into spells of your chosen element.
Prerequisite: Energy Channel, caster level 7th, any of the following domains: air, earth, fire, or water.
Benefit: As a swift action, you can expend a use of your channel energy class feature in order to be able to cast an elemental spell without expending a spell slot. The chosen spell must appear on the spell list of the air, earth, fire, or water domain, and you must have access to the domain in question. Further, the spell must be at least two spell levels lower than the highest spell level you can cast. The spell has its normal casting time, in addition to the swift action to be able to use it. If you do not begin casting the spell by the end of your next turn, the effect is wasted.
You can channel the powers of the elements in order to command elemental creatures.
Prerequisites: Turn Elementals, character level 6th.
Benefit: As a standard action, you can use one of your uses of channel energy to enslave outsiders of the elemental subtype you selected for the Elemental Channel feat that are within 30 feet of you. The outsiders receive a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) to negate the effect. Outsiders that fail their saves fall under your control, and are forced to obey your commands to the letter. Although these outsiders must obey your commands, they are free to interpret them in ways that most benefit them, and may use this limited freedom to subvert the intention of your commands, if you do not choose your words carefully. The effect lasts indefinitely, but each affected outsider is allowed a new saving throw each hour. You cannot control more Hit Dice worth of outsiders in this way than your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If the outsider is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
You can channel elemental energy into a single focal point, allowing you to create an elemental out of channeled energy.
Prerequisite: Energy Channel.
Benefit: As a standard action, by expending two uses of your channel energy class feature, you can summon one or more air, earth, fire, or water elementals, whose combined Hit Dice are equal to or less than your cleric level. You choose which type of elemental is selected each time you use this ability, but all elementals summoned by a single use of this ability must be of the same type (air, earth fire, or water). The summoned elemental serves you, as though summoned by the spell summon monster I, and remains for a number of rounds equal to your cleric level.
You can channel the power of the elements, instead of channeling positive or negative energy.
Prerequisites: Channel energy class feature, character level 8th.
Benefit: As a standard action, you can expend two uses of your channel energy class feature in order to channel acid, cold, electricity, or fire damage, instead. This unleashes a wave of the chosen energy type, which causes your channel energy to deal damage of the chosen type to each creature in the affected area (the amount of damage does not change). A successful Reflex save (DC 10 + 1/2 your cleric level + your Charisma modifier) halves this damage. You choose which energy type to use each time you use this ability.
Your command of the elements allows you to rebuke creatures that are closely tied to them.
Prerequisites: Elemental Channel.
Benefit: As a standard action, you can use one of your uses of channel energy to cause all outsiders of the elemental subtype you selected for the Elemental Channel feat who are within 30 feet of you to flee, as if panicked. The outsiders receive a Will save to negate the effect (DC 10 + 1/2 your cleric level + your Charisma modifier). Each outsider that fails its save flees as though panicked for 1 minute, although they receive a new saving throw each round to end the effect. Even outsiders that are normally immune to fear effects can be affected by this ability, although they receive a +2 bonus on their saving throw. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).