[PFS] Want to make sure I will not hurt the team.


Advice


I have a character that I am very much looking forward to playing, his background is fun and I very much enjoy his story, but I have some mechanical concerns.

How would you feel if this character sat down next to you at a table?

I just want to make sure that I will not be a drag on the team.


No one can tell you because you didn't make the character sheet public.

It would be simpler though to just tell us what your character does that you worry might be objectionable.

Silver Crusade

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Covent wrote:
I have a character that I am very much looking forward to playing, his background is fun and I very much enjoy his story... <snip>

That's enough for me. He or she is welcome at a table with me anytime!


Well, the page was private, so I hacked in*, and the general idea seems fine. Command spells are fun, and alternate channeling is nice. Should be fine! I don't know what your stats are, but you've got 3/4 BAB if you ever need to go hit stuff to pass time.

*(looked at your previous posts)


Doh sorry all should be public now.

Feel free to look now and my thanks!

I was mainly worried that he is a rulership/harm cleric with the inevitable domain as his main shtick, but cannot really do any damage at all.

Just worried that my lack of HP damage may hurt some tables.

I want to be helpful and well rounded.

Sczarni

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I think you'll find that the majority of your parties will be fine on the up-front-melee-striker roles.


Covent wrote:

Doh sorry all should be public now.

Feel free to look now and my thanks!

I was mainly worried that he is a rulership/harm cleric with the inevitable domain as his main shtick, but cannot really do any damage at all.

Just worried that my lack of HP damage may hurt some tables.

I want to be helpful and well rounded.

You've got a strength bonus, so just keep a mace on hand in case of emergencies. Besides, you've got spontaneous inflict spells if things really get dire.

But as mentioned, you'll be fine.

Shadow Lodge

Eh, daze clerics. I hope the fad passes at some point, since every combat is so samey.

Your party will appreciate your presence when it counts.

Silver Crusade

Depending on the efficiency of you daze shtick, your fellow players might give you funny looks (try to be sensitive to and make sure everyone has a chance to shine), and you GM might give you other kinds of looks.....

EDIT: And I haven't checked recently, but your GM might want to see the additional resource for your God, and that is IIRC an AP volume.

Sovereign Court

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I advise against daze channeling.

Yes, it'll be effective. It'll help your party breeze through adventures.

But, it also means that combats will become rather samey: your turn comes up, you daze enemies, the rest of the party gangs up on them and kills them because they can't put up a fight.

So it doesn't matter very much what kind of exotic or original monsters the adventure throws at you, because you always have the same recipe that will stop them from actually doing their special thing.

It will also foster GM disappointment, because few things are as disappointing as watching the PCs fight against enemies that aren't able to do anything back. If a GM has spent a lot of time on the adventure to figure out the monster's special cool moves, and you just stop it from doing anything, he's not going to be happy.

As a GM it's part of the job that you get to watch the monsters get defeated; but before that happens you want to show off, too. Otherwise why run different adventures at all?


Covent wrote:

I have a character that I am very much looking forward to playing, his background is fun and I very much enjoy his story, but I have some mechanical concerns.

How would you feel if this character sat down next to you at a table?

I just want to make sure that I will not be a drag on the team.

A couple of things to note. Variant channel only affects either positive energy when used to heal or negative energy when used to harm. You don't get both and have to choose which effect you have. As such you can daze living creatures but not undead. Constructs will also be immune.

You might well want to switch your Charisma and Wisdom around. With 16 charisma you can only exclude 3 allies from the effect. Given you are likely to be hitting most if not all of your party that may well be an issue. If you have people with familiars or animal companions it becomes even trickier.

Sczarni

You seem to have a miscellaneous +3 modifier to Perception, but I don't see a Trait or Class Feature that makes it a Class Skill for you.

A personal suggestion, since I used it with my Negative Energy Channeler, would be to worship Mephistopheles (or any other of the Archdevils) and take the Religion Trait that increases your Channel DC by +1. It stacks with the Faith Trait you already have, since they provide different bonuses.

Since your schtick only works on a failed save, that +1 is incredibly useful.


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Mephistopheles doesn't have Rulership in his portfolio. Dispater would do.

Sczarni

Seems fluffy to me. The daze channeling is one trick pony though. People usually realize too late that one trick ponies are boring to play. It's a caster class though, so it might reduce that "boring" effect.

Dark Archive

andreww wrote:
Covent wrote:

I have a character that I am very much looking forward to playing, his background is fun and I very much enjoy his story, but I have some mechanical concerns.

How would you feel if this character sat down next to you at a table?

I just want to make sure that I will not be a drag on the team.

A couple of things to note. Variant channel only affects either positive energy when used to heal or negative energy when used to harm. You don't get both and have to choose which effect you have. As such you can daze living creatures but not undead. Constructs will also be immune.

You might well want to switch your Charisma and Wisdom around. With 16 charisma you can only exclude 3 allies from the effect. Given you are likely to be hitting most if not all of your party that may well be an issue. If you have people with familiars or animal companions it becomes even trickier.

As a neutral cleric of a neutral god, the PC would qualify for Versatile Channelling at level 3.


theshoveller wrote:
As a neutral cleric of a neutral god, the PC would qualify for Versatile Channelling at level 3.

Doesn't matter. With variant channel you pick either positive or negative energy to be affected.


The biggest issue I see with the character is unless you always play at small tables it is a PvP character and can't do its one trick. You'll need a way to reliably not affect 6+ party members for this to work at random PFS tables.

Second of course is its nearly complete helplessness when faced with undead, constructs or anything else that is immune to being dazed.


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Jessex wrote:
Second of course is its nearly complete helplessness when faced with undead, constructs or anything else that is immune to being dazed.

This isn't true at all, it is still a full cleric caster with all that entails.


@Sebastian Yes Horus is from Mummy's Mask volume II and I am able to supply it thanks for the heads up.

@Nefreet Fixed the perception thank you! I would love the extra +1 but having Horus is a big part of the story for my character. Do you think I will suffer without it? I do have 7 commands and my spells as well as the daze.

For the construct and Undead issue, I had two thoughts.

1.) It is very difficult to be good against all enemies and I thought it acceptable to be weaker here.

2.) As I level I will get more spells and a full level animal companion, I had hoped this would handle those situations.

For the charisma and wisdom, I had thought that as my level increased I would be leaning more and more on my spells and Animal Companion so had set them up to keep my Spell DC's High and as is my Channel DC is always higher than my spell DC. With this in mind would you still recommend I switch?

For what Jessex brought up, is it a PFS rule that you may not include other characters in harmful effects at all?

So for example a wizard could not ever fireball in a small room unless he could selective spell all allies out?

Shadow Lodge

You can include allies in or harm them in other ways but only if they agree with it.

I kinda like the daze being a fallback option as the levels start to roll in. If you have Advanced Race Guide there's always the option to sacrifice your extra skill point and feat to get another +2 to a stat. You'd be pretty starved for skills though.

My aasimar channeler had these starting stats Str 8 Dex 14 Con 14 Int 13, Wis 14, Cha 17 and he's been a blast(hih) to play.

Scarab Sages

for spells you might want to look at guidance, a very good all around useful spell at low levels.


I agree on the CHA mod issue, you just can't select enough out, especially if you are adding an animal companion yourself.

The risk of tedium with channel daze seems high as well


Thank you everyone, but after realizing that the "No PVP" rule means I could be shut out of my abilities at any time I have decided to make a different character.

I appreciate all the help.


Covent wrote:

Thank you everyone, but after realizing that the "No PVP" rule means I could be shut out of my abilities at any time I have decided to make a different character.

I appreciate all the help.

Before doing so you may want to read the no PvP rule rather than relying on the inaccurate representation provided by Jessex.

It actually says:

Quote:

No Player-versus-Player Combat

The goal of Pathfinder Society Organized Play is to provide an enjoyable experience for as many players as possible. Player-versus-player conflict only sours a session. While killing another character might seem like fun to you, it certainly won’t be for the other character’s player. Even if you feel that killing another PC is in character for your PC at this particular moment, just figure out some other way for your character to express herself. In short, you can never
voluntarily use your character to kill another character—without their consent. Note that this does not apply to situations where your character is mind-controlled by an NPC and is forced by that NPC to attack a fellow Pathfinder.
Season 7 Guide Page 19

Catching an ally within the area of your Daze *may* be PvP but it will very much depend on the context. It *could* also fall under the don't be a jerk rule but again it very much depends on the situation.

It is not the case that you can never include an ally in an area of effect or that you must have their permission before doing so.


Humm thank you andreww.

I see. This still leaves me wondering how many GM's are going to say at the table "NOPE, no PVP."

I agree it is not PVP in the strictest sense but I really really hate the phrase "Expect Table Variation." I want the rules to just work and not change on me.

I will think on it and again my thanks.

Grand Lodge

andreww wrote:
Covent wrote:

Thank you everyone, but after realizing that the "No PVP" rule means I could be shut out of my abilities at any time I have decided to make a different character.

I appreciate all the help.

Before doing so you may want to read the no PvP rule rather than relying on the inaccurate representation provided by Jessex.

It actually says:

Quote:

No Player-versus-Player Combat

The goal of Pathfinder Society Organized Play is to provide an enjoyable experience for as many players as possible. Player-versus-player conflict only sours a session. While killing another character might seem like fun to you, it certainly won’t be for the other character’s player. Even if you feel that killing another PC is in character for your PC at this particular moment, just figure out some other way for your character to express herself. In short, you can never
voluntarily use your character to kill another character—without their consent. Note that this does not apply to situations where your character is mind-controlled by an NPC and is forced by that NPC to attack a fellow Pathfinder.
Season 7 Guide Page 19

Catching an ally within the area of your Daze *may* be PvP but it will very much depend on the context. It *could* also fall under the don't be a jerk rule but again it very much depends on the situation.

It is not the case that you can never include an ally in an area of effect or that you must have their permission before doing so.

I was going to post much the same, but who's to say the section header isn't also a rule? At that point, it's up to the GM to say what exactly "No PVP Combat" is. It specifically says "you can't kill another player" but it generally says "no pvp combat" so that's the part that's left to a GM.

Sovereign Court

Pathfinder Starfinder Society Subscriber

Easiest rule is to just ask for consent. My rogues and monks often give the wizards leave to fireball away.

However, you should be prepared with a back-up plan just in case.


Pathfinder Starfinder Roleplaying Game Subscriber
KingOfAnything wrote:

Easiest rule is to just ask for consent. My rogues and monks often give the wizards leave to fireball away.

However, you should be prepared with a back-up plan just in case.

Had an Aasimar palatank in a module basically look at the table and go "If you need to throw Alchemist Fires at a swarm I'm in, blanket permission given. Don't worry about me."

Shadow Lodge

I once saw a monk hail with the "Urho 1" code(maximum firepower, I can take it) and take an empowered fireball. His die said "1". It was a riot.

The Exchange

heck, I'll just try to stay outside your AOE - what's the problem? 30' right? That's one less person you need to exclude....

Silver Crusade

Yes, asking for permission is usually appreciated. But expect people to say no.

I'm happy to have my characters suffer friendly fire hp damage for the good of the team. I am much less happy to risk losing my action because of the actions of my teammates.

Scarab Sages

You have Selective Channel. It shouldn't be that difficult to position yourself where you can exclude your allies. Right now your Charisma is 16, so you can exclude 3 allies, which means in a party of 4 (including yourself) it's never an issue (well, except for non-combatants or pets).

Since you're so channeling based, I'd suggest possibly swapping your Wisdom and Charisma. 18 Charisma would give you an extra channel, an extra person to exclude, and raise your channel DC by 1. 16 Wisdom will be fine for a while, unless you plan to take a lot of spells that allow saves. By the time you need a bonus 4th level spell, you'll be able to afford a headband or Ioun stone.


Ferious Thune wrote:
You have Selective Channel. It shouldn't be that difficult to position yourself where you can exclude your allies. Right now your Charisma is 16, so you can exclude 3 allies, which means in a party of 4 (including yourself) it's never an issue (well, except for non-combatants or pets).

That depends on the region. In our area, 6-person tables are the norm, with 5 right after it. I've personally run more 7-person tables than I have 4-person tables. That does not include combat pets. So get a feel for you local area and see what the average table size is.

The other issue is that if your party members are engaging the enemies in melee, it will be very difficult to catch enemies in your channel without catching your party. Eventually, picking up a malleable holy symbol will help.


andreww wrote:
Covent wrote:

Thank you everyone, but after realizing that the "No PVP" rule means I could be shut out of my abilities at any time I have decided to make a different character.

I appreciate all the help.

Before doing so you may want to read the no PvP rule rather than relying on the inaccurate representation provided by Jessex.

Actually I was being polite. I can think of little short of actually killing another character likely to cause bad feelings at the table than one character repeatedly locking down other characters as part of his one trick. Even if it does not fall in the exact letter of the PvP rule it does fall in the spirit of it and the exact letter of the don't be a jerk rule. Anyone running the character at random PFS tables can expect that sometimes it will work with no problems and other times to be relegated to doing nothing for 4 hours and which won't be under his control.


andreww wrote:
theshoveller wrote:
As a neutral cleric of a neutral god, the PC would qualify for Versatile Channelling at level 3.
Doesn't matter. With variant channel you pick either positive or negative energy to be affected.

While I disagree with this post, I agree with the end result. The Variant channeling rules don't allow you to apply the harmful effect to undead by channeling positive energy to harm.

Scarab Sages

Gwen Smith wrote:
Ferious Thune wrote:
You have Selective Channel. It shouldn't be that difficult to position yourself where you can exclude your allies. Right now your Charisma is 16, so you can exclude 3 allies, which means in a party of 4 (including yourself) it's never an issue (well, except for non-combatants or pets).

That depends on the region. In our area, 6-person tables are the norm, with 5 right after it. I've personally run more 7-person tables than I have 4-person tables. That does not include combat pets. So get a feel for you local area and see what the average table size is.

The other issue is that if your party members are engaging the enemies in melee, it will be very difficult to catch enemies in your channel without catching your party. Eventually, picking up a malleable holy symbol will help.

In a party of 4 it wouldn't be an issue. In a larger party, it won't work in every situation, but if the channeler can exclude 4 of the other 5 people in the party (by adjusting Cha to 18), chances are good they can maneuver to a place where the 5th person isn't in the radius. Especially if there's a caster or archer in the group. Small rooms will be a problem, so it's a good idea to have a secondary tactic. That's a good idea in general, though. But yes, the more crowded the party (7 person table, multiple animal companions) the harder it will be to pull this off, and if that's common in your area it should be taken into account. Negative channelers are pretty common, though, and they find a way to make it work. It's a valid tactic and not impossible at all to pull off, as long as the channeler doesn't expect to be able to do it every time.

The Exchange

I would change your archtype to evangelist. So that if things are going fine, you just inspire courage and cheer the party on. And cast guidance. Buffs make parties very happy. I suggest that you limit the times you actually use your daze shtick.

If there is a way to get higher init modifier - try to do it - controllers should try to start first. Scion of war is an idea, but costs a feat.

Do not be afraid to dump str(or drop it to 10), as ant haul is on the cleric's spell list, so you can ant haul and carry stuff.

Also, start with 18 cha, 16 wis, so that you can unselect 4 people. Your 5th level feat needs to be Boon Companion. Animal companion later will put even more strain on your selection - by then I hope you have enough gp for a +2 cha headband. Remember to keep enough skill points for handle animal for your animal companion at 5.

Undead your animal companion can help you shred when he comes along. Or maybe turn undead/command undead. Constructs - Channel Brick

I did want to build such a cleric, but I wanted mine to do both dazing fireballs and dazing channel (would have used Ra, as Theologian), and I ran out of feats, so I just shelved the entire project.

My stats were as follows(using base aasimar, back then when it was legal):
Str 11, Dex 14, Con 14, Int 7, Wis 15, Cha 18.


Nefreet wrote:
I think you'll find that the majority of your parties will be fine on the up-front-melee-striker roles.

Depends on the region, but yes, this is typically the case.

I would consider swapping your WIS and CHA. You're built to channel and part of that is ensuring that your Selective is going to be selective enough. Other than that, the build looks quite sound.

Grand Lodge

There is always the Channel Ray feat, along with Consecrated weapons.

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