It's does say they stack for harming undead.
Channel Energy (Su): At 1st level, a death slayer gains the power to harm undead with positive energy. This ability functions as a cleric’s ability to channel positive energy to deal damage to undead (but not to heal living creatures), and it counts as channel energy for the purposes of qualifying for feats or determining effects that rely on channel energy. A death slayer uses her class level as her effective cleric level when channeling energy. She can channel energy a number of times per day equal to 3 + her Charisma modifier. She deals 1d6 points of damage at 1st level and an additional 1d6 points of damage every 2 levels thereafter. Death slayer levels stack with levels in any class that grants channel energy (if any) for the purpose of determining the number of damage dice her channel energy ability deals to undead, but this channel energy can never do anything other than harm undead. An undead creature that takes damage from this channeled energy can attempt a Will save to halve the damage; the DC of this save is equal to 10 + the death slayer’s class level + her Charisma modifier. The death slayer must be able to present either her holy symbol or a sawtooth sabre to use this ability.
So it is 2 pools of channel energy one that stacks with cleric levels for harming undead only?
One pool of channeling, that changed the damage dice based on healing or hurting undead.
I'm looking into making a Death Slayer, and while talking my friends and I are getting confused with the channel energy.
1. Now if I have channel positive energy from 5 lvls of cleric, do they stack with the channel energy from the PrC? So 5 cleric/10 death slayer, do I get 8d6 when channeling to hurt undead, but only 3d6 to heal the living, from the same 3+wisdom pool?
2.Do I get 2 separate pools of channel energy? One that can heal or damage for 3d6 (cleric) and one that can only be used to harm undead for 5d6 (death slayer)?
I have looked at what the forums say for versitile channeling and channels from different sources. But death slayer is the only time I've seen the channel be limited, outside of the wizards Turn Undead necromancy school.
Thanks for your help,
The TV show Forged in Fire, Lets people attempt to craft serviceable weapons in 2 hours. and those typically look like s!@@. then the final 2 are given a few days to a week to complete a weapon. I believe it would take at least 8hours to make a normal weapon.
would love to learn this skill but sadly i need a job that earns a living lol. one day, ill learn it, one day.
Brian Longarm wrote:
I like that name. And the reason behind horicalcum is that's it's not common, and since we didn't have it before being pulled, the metal would have intrigued Fraga. It also grants a bonus to hit. While being able to flurry with my fists gives me a different option if I use the weapon.
I figured our weapons would grow but I just said what its based off of. and thought maybe the GM wanted to make something so it would be balanced but if we are making the weapons. I need to reconsider somethings. Once we start dealing with flying creatures my weapon will be useless being Earth based...
Figured the idea would grow as we play though.
As a young Marat, Fraga has yet to bond to his totem yet. Fraga is a rather large humanlooking individual who is looking for what life will give him. As all young marat Fraga wears a smock but once he is bonded and becomes a man all he wears is a loincloth. The belt around his waist carries what little he has to trade. While the sack hanging over his back is full of provisions for a journey. A journey he is not yet ready for.
While journeying to another clan to see if a bond might occur he gets a vision of a large clublike weapon he has never seen before. He wanders after the vision and stumiles into an unknown land. And the only thing he recognizes is this weapon he was chasing.
+1 earthbreaker(or dire maul, if you let it) made of a hardened unworked ore. Once per day you can strike the ground and cause a ripple thru it and trips everyone is a 30ft cone in front of the wielder using the attack roll +5. When the weapon criticals, the target is knocked back 10ft and falls prone if able.
GM DeathbySuburbs wrote:
As for companion, can it be something small that can be carried?
usually they fight along side the warrior. But I would be willing to treat it as a mount/ camp guardian if your worried about clutter.
Was thinking of going aegis if that's OK. Go with the skin armor and just let it be more or less more of my natural skin.
What type of things areally you looking at for weapon? Thinking of some sort of large mace or earthbreaker that knocks people back or prone. Does a smash on the ground and makes the earth ripple and trip people. Like the 30ft cone spell. Still need to work on it.
What i have so far
3 Montrous Humanoid
Race Doesn't wear Armor
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)
And the race doesn't do magic
good point on the monk and wasn't aware of a feat chain for an AC.
I'm trying to make a Marat race from the Codex Alera series. but a few things would need your input.
For Example every Marat in the books has a totem animal. so every Marat would have an Animal Companion? how many Race points would that be? Also they don't wear armor and aren't effected by the climate. So instead of wearing armor could i have them add another stat to AC along with Dex. (like 5th ED barbarians add Con mod to AC) Maybe they add the highest Mental stat Mod to AC. they also cant cast spells so would be a very physical race. What race points would that cost/refund?
As for the Weapon it would depend on the totem animal. but i really like a heavy Maul maybe with the ability to knock people prone or able to destroy walls easier.
Sorry lots to think about.
Zayne Iwatani wrote:
What the Marat are way cooler then the Canin. But do love those books. Canin stand a minimum of 7ft so might make then large or give them something to like reach. they only used claws when possessed but did use a bite attack on occasion(if memory serves, reading thru the books a 3rd time atm)
Alecak – Cho, Android Bolt Ace
I was going for a Cad Bane(from star wars)like character. Robotic Western type has worked as a bounty hunter but he is looking for something else. Doesn't understand people but gets the job done. Not really good but not evil. He tends to decide on which contracts by what the crime/reason behind it was and he doesn't bother with bring back prisoners(is going to question memebers of party if we need to bring anyone back alive). I have a little bit of background on the last page of the character sheet and will update there with more.
Thanks for your consideration.
Not sure if your aware but android bodies are "reused" once the host soul leaves it so i was going for a very rustic look to him. maybe his cloak is tattered.
Dotting with my stat rolls
2d6+6: 2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6+6: 2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6+6: 2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15
workable. BTW when does recruitment end?
And ABP is normal or 2higher for no magic?
4d6: 4d6 ⇒ (4, 1, 1, 6) = 12
Reroll 2d6: 2d6 ⇒ (3, 5) = 8 =15
4d6: 4d6 ⇒ (2, 5, 4, 5) = 16
reroll 1d6: 1d6 ⇒ 1
reroll again 1d6: 1d6 ⇒ 2
3rd times 1d6: 1d6 ⇒ 6 =16
4d6: 4d6 ⇒ (3, 4, 4, 5) = 16 =13
4d6: 4d6 ⇒ (5, 1, 4, 4) = 14
reroll 1d6: 1d6 ⇒ 5 =14
4d6: 4d6 ⇒ (1, 6, 2, 5) = 14
reroll 2d6: 2d6 ⇒ (2, 6) = 8
reroll again 1d6: 1d6 ⇒ 3 =17
4d6: 4d6 ⇒ (3, 1, 5, 5) = 14
reroll 1d6: 1d6 ⇒ 6 =16
hp roll 2nd Hp: 1d8 ⇒ 7
If the Skald has a 10 STR then you would be correct. Skalds Vigor dos not just give Fast healing = to the rage bonus to STR, it gives Fast healing for the STR mod the skald currently has.
Str 16 inspire rage gives +2 so STR 18 would give the Skald 4 fast healing
If anyone wants to be part of the party that redeemed my character and the GM wants to link backgrounds to make party formation easier... :)
Would be cool to link backgrounds and since im a follower of Iomedae i could be party to your turning. But I just question why you would still worship an NE deity if you renounced your ways...
There are builds where a rogue is garenteed SA every round. Almost all the caster classes are overpowered.
5th edition was not completed as they leave alot of rules unanswered or homebrewed. In tyranny of dragons there are places that say the party gets surprised. Yet you can get a feat that says you can't be surprised. Traps in hallways with no DC to find or disable. 5th was not finished when it was released.