Cleric Turning and Positive Energy Surge


Races & Classes

Sovereign Court

The answer is probably obvious, but does the surge replace turning, or is turning exactly the same but the surge occurs on top of that? If so, can both be done in a round?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Channeling replaces Turning

Sovereign Court

Er... please explain, and sorry for being a bit dense on this topic. It seems to me that without the standard turning procedure, it would be difficult to turn higher levels of creatures (say, if the power check roll did not occur).

I thought the positive energy surge occurred on top of turning. That is, make the power check roll, roll damage, then surge (for extra damage + heal the party too).

Is Jason saying, the surge of 1d6 replaces that, so as a cleric goes up in level, the damage increases to 2d6, 3d6, etc.?

I guess that would be okay, but would that mean L1 and L2 characters should probably just run from higher level undead?

I'm very serious with my question, no cynicism here, as I am starting my playtest tonight. Please confirm I understand this correctly. Thanks.


yeah turning doesnt wipe out high level undead like it did in 3.5 it just damages them and heals your party at the same time


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

You understand correctly.

But,

if the undead fail their saving throw when you channel positive energy, they flee as if frightened for 1d4 + cha modifer rounds.

Take a look at p59, it lists the effects of positive channeling.

There are a few references to turning in Alpha 2.0, but they are typos.

And, finally, low level clerics shouldn't be facing high level undead, well, not if they want to stay alive ;)

Sovereign Court

These PAIZO messageboards are awesome. Thanks for the quick response, guys.

Scarab Sages

We're having am interesting problem with the new energy channeling rules in the playtesting.... Haunts

For a rapid rule, I ruled that it was necessesary for the cleric to do 4 damage/HD to turning a Haunt, but I saw that it didn't work. Now, i'll lessen the damage needed next time, but anyone has a similar case? And, what did you about it?


If you were facing an evil cleric and his undead minions, wouldn't this positive energy surge also potentially heal the evil cleric of any damage? Thus, he could stay alive longer and use a negative energy surge to heal his undead troops?

Actually the rules do state, "friend and foe" within range are effected.

I think splitting Turning and Healing up again would be a better idea.

Scarab Sages

jdh417 wrote:
If you were facing an evil cleric and his undead minions, wouldn't this positive energy surge also potentially heal the evil cleric of any damage? Thus, he could stay alive longer and use a negative energy surge to heal his undead troops?

Yes, he heals his undead minions with a turning use, and damages his enemies with it simultaneous.

Turning/healing in combat is a different tactical option to us now. We like it, the cleric searching for the best position to heal his friends without healing the enemies...
I didn't like it until I saw in playtest.

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