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Ediwir wrote:

Pros:

-single strike means no -5 MAP
-relies on attack bonus rather than save DC, which means your proficiency and item bonus are used (and if you're a fighting cleric, this is good)
-Channel Negative works on fighters and paladins you might be GMing

Cons:
-single hit means a miss is a bigger waste
-weapon damage vs spell scaling means the feat is less good at high levels

That said, it's not gonna be in final, so it's not something I'd worry about.

Would you be willing to help me understand channel smite in more basic terms using an example please? For example, assume a third level cleric (channel 2d6) with no STR bonus using a heavy mace (1d8) makes an attack on an undead creature. How much damage would this cleric do if it hits the undead creature? Does the cleric do 1d8 + 2d6 (channel damage) or does the cleric do 1d8 + 2 (1 point of channel damage for each channel dice)?

There is a disagreement in my group. Some say the cleric roles the damage for the channel normally (2d6) while others say you get one point of "extra" damage per channel dice.


I really appreciate everyone's input on my original question. I can appreciate that some folks are 'letter of the law' people and others are 'spirit of the law' people. I (personally) don't like to be enslaved to rules. There needs to be structure (rules), but I don't want to be beat down by them. It just takes the fun out of the game. I don't play Society games so this isn't a huge deal for me. I try to lean on the side of fun for both for my enjoyment and the folks I play with. I hope that is the approach most take.


Thank you MrCharisma (and Blaphers) for your responses and the good explanations.


I am confused by the original question. My understanding is that a character gets a swift/free action, move action, and a standard action per round. The question was, "you cast a quickened spell, move and then try to touch a person and miss with that touch attack, can you use your STANDARD ACTION FOR THAT ROUND to try and touch the person AGAIN?"

He cast a quickened spell (swift), moved (move action) and then tried to touch someone (standard action). How can he use (another) standard action (again) to try to touch someone in the SAME round?

I don't have an issue with the holding the charge part. Just the touching again in the same round.

Thanks in advance for the help understanding this question.


@ Agodeshalf - Thank you so much. Very clear and helpful. Really appreciate it.


I am confused over the saving throw of the Protection from Evil spell. How does it work with regards to the dominate portion of the spell and the touch/attack portion of the spell. For example, assume a character casts Protection from Evil. A vampire (for example) tries to dominate the person. I do not believe most vampires have Spell Resistance, so for this example, let's assume the vampire does not. Can the vampire dominate the character? Does the vampire make a saving throw? Does the character make a saving throw? The spell states that Will negates (I believe).

Also, what happens is the vampire tries to touch or attack the character? Does the vampire make a saving throw, does the character, both, neither?

Same example, but now there are multiple characters and a Magic Circle Against Evil has been cast. If a Will save negates the spell, does this negate the effect for ALL characters? Does each character save? Does the vampire make a save for each character?

I am really confused. Can someone dumb this down for me and please assume that I am not a rules expert. Thanks so much. Really appreciate the help!!!


Agree that this home brew rule is not overly ground breaking. Just something to add flavor to the game and give the Cleric an opportunity to role play and express his faith. I am not particularly found of leaving open spell slots, but I understand the thinking and comment. Using channel energy as well is an interesting idea. Like the hallow/unhallow option and/or adding this as a class feature at a higher level. All good feedback.

This was basically my very first post. Really appreciate the thoughts and feedback all. Thank you!


We have added the following home brew rule to our Pathfinder game:

Clerics can forget a prepared spell of equal or greater level (not domain) and use Consecrate or Desecrate (per alignment) in its place.

We came up with this rule, because what is a Cleric to do if he/she runs across a shrine/altar/etc. of a god of an opposed alignment? Obviously, he/she would want to break the bond. It's unlikely that many characters load consecrate/desecrate all of the time. So, to promote role-playing of Clerics, we added this home brew rule.

Thoughts? Could you see using this in your game? Positives / negatives?


We have added the following home brew rule to our Pathfinder game:

Clerics can forget a prepared spell of equal or greater level (not domain) and use Consecrate or Desecrate (per alignment) in its place.

We came up with this rule, because what is a Cleric to do if he/she runs across a shrine/altar/etc. of a god of an opposed alignment? Obviously, he/she would want to break the bond. It's unlikely that many characters load consecrate/desecrate all of the time. So, to promote role-playing of Clerics, we added this home brew rule.

Thoughts? Could you see using this in your game? Positives / negatives?