Priest of Asmodeus

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2,893 posts. Alias of Haldhin.

About DM Haldhin

House Rules

These rules are in effect for all PbP campaigns on the Paizo messageboards.


"Presenting" a holy symbol

The cleric need not hold and purposefully display a holy symbol of their religion in one of their hands when casting spells, channeling, or using other abilities. They must, however, prominently display a holy symbol somewhere on their person; this display may be a large pendant, a device on a shield or tunic, or even a tattoo on their head or arm.


Detect Magic

Casting Time: 1 standard action
Component: V, S

Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none; Spell Resistance: no

You detect magical auras. The amount of information revealed depends on the results of a Knowledge (arcana) skill check. When using this spell, you may make an untrained Knowledge (arcana) check.

Know (arcana) DC: Information Gained
Know (arcana) 10: Number of auras in spell's area of effect
Know (arcana) 15: Strength of auras, active vs. lingering
Know (arcana) 20: Location of each aura, school(s) of magic causing each aura
Know (arcana) 20 + Spell Level*: Effect or spell used to create each aura

*If a character attempts to identify a spell that is not on their list, add +5 to the DC.


Channel Energy

Characters with this ability may channel this energy in one of two ways: a 30-foot burst centered on the character or a ray of energy affecting a single target.

Area: 30-ft. burst (centered on cleric)
Duration: instantaneous
Saving Throw: Will half; Spell Resistance: yes

Everything within a 30 foot radius of the cleric is affected by the channel energy ability. See below for damage/healing information.

Range: close (25 ft. + 5 ft./2 levels)
Effect: one ray
Duration instantaneous
Saving Throw: none; Spell Resistance: yes

A single ray shoots at a single target. It requires a ranged touch attack to hit. See below for healing/damage information.

The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost.

A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.