| Kor - Orc Scrollkeeper |
Thanks to Laurefindel's comments on this thread., I decided to put together an alternative system. I only related it to positive energy at this time, but the reverse can work for negative energy channelers too.
Channel Positive Energy
When you channel positive energy you draw upon a pool of inner energy unleashing it either as a wave of positive energy in a 30 foot burst or by touch.
Your pool of positive energy is represented by a dice pool. At first level you have a positive energy dice pool equal to 3 + your Charisma modifier. You gain an additional 3 dice for every two cleric levels you attain beyond 1st level (3 + Charisma modifier at 1st level, 6+ Charisma modifier at 3rd level, and so on). When you release positive energy, you choose how many dice you wish to power the effect with and subtract these dice from your positive energy dice pool. The maximum dice you can channel at once is equal to your cleric level.
When channeled as a wave of positive energy, all undead within the effect’s radius take 1d6 damage for every die you allotted from your dice pool and must flee from you (as if frightened) for 1d4 rounds + your Charisma modifier. Undead in this radius are allowed a Will save that negates the frightened condition and results in half damage. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead who take damage greater than their hit points crumble to dust and are destroyed by the power of your deity. If a fleeing undead is subject to channeled negative energy, it is not commanded, but does receive a new saving throw to dispel the f lee effect.
Living creatures within the area are healed 1d4 hit points for every die you allotted into the channeling. You can choose whether or not to include yourself in this effect. Hit points gained above a living creature’s total are lost.
When channeling the energy as a touch effect the positive energy causes 1d8 damage per die allotted from your dice pool on a successful touch attack against undead. If the touched recipient is a living creature, they gain 6 hit points for every die you allotted.
A cleric’s pool of positive energy is restored at the same time when they regain their daily spell allotment.
| Kaisoku |
I like that you are attempting to tone it down but still give options here.
However, one part that I find a bit "finicky" is the different amounts based on various situations. 1d6 vs undead, unless you touch them, then it's 1d8.. but healing is 1d4, except touching is no longer rolling it's a straight 6 point.
That's a bit convoluted and gets back to the original Turning issue (what do I roll a d20 for again, and what do I roll for HD?).
I might stick with two different kinds at most (one for undead and one for living, or one for ranged and one for touch). Probably the best way to do this is just make it d6's when ranged (undead or living), and 6 points when touching (like you rolled max on the d6 roll, easy to remember this way).
*Edit*
I like the pool idea by the way. This might require some playtesting to see if it allows decent healing at lower level still, without being overpowered at higher levels.
You say "max is your cleric level", which would indicate the possibility of 20d6 in one channel in one round. Just curious if this is still what you were wanting, or if you were thinking maybe "half" cleric level (10d6 in one shot).
I guess it depends on if you want your Healing/Damage to mimic Wizard damage per caster level, or if you want it to be lower.
Another idea: Half caster when doing burst, full caster when touching single target?
| Kor - Orc Scrollkeeper |
However, one part that I find a bit "finicky" is the different amounts based on various situations. 1d6 vs undead, unless you touch them, then it's 1d8.. but healing is 1d4, except touching is no longer rolling it's a straight 6 point.
My thinking process about the different heal dice in the wave was that a greater "reaction" occurs when positive energy meets negative energy. I also don't think that the wave should be a reliable way to heal hp. I like the original idea though that living creatures caught in a wave are effected by the surge of positive energy around them.
When the positive energy is released by touch, rather than just a burst, then there should be less "dampening" of damage, so I wanted to see a greater damage potential, and a larger healing potential. I do agree that a roll for undead vs a fixed rate for the living is inconsistent. Following my "theory" that positive energy reacts more violently when in contact with negative energy, rather than a living force, I would amend the touch effect to just be a full fixed effect (6 hp damage, or 4 hp healed).
You say "max is your cleric level", which would indicate the possibility of 20d6 in one channel in one round. Just curious if this is still what you were wanting, or if you were thinking maybe "half" cleric level (10d6 in one shot).
My original thinking was that in general the system balanced out. At 3rd level you still can power 3 2d6 waves... but if you wanted to waste your energy quicker you could do a 3d6 wave. (Of course, most people will probably opt for max so this may not balance out in the progression of levels) I do agree that the max of this effect should be 1/2 cleric level (rounded up).
I will post a revised rule now :)
| Kor - Orc Scrollkeeper |
Channel Positive Energy (1st Revision)
When you channel positive energy you draw upon a pool of inner energy unleashing it either as a wave of positive energy in a 30 foot burst or by touch.
Your pool of positive energy is represented by a dice pool. At first level you have a positive energy dice pool equal to 3 + your Charisma modifier. You gain an additional 3 dice for every two cleric levels you attain beyond 1st level (3 + Charisma modifier at 1st level, 6+ Charisma modifier at 3rd level, and so on).
When you release positive energy, you choose how many dice you wish to power the effect with and subtract these dice from your positive energy dice pool. The maximum dice you can channel at once is equal to 1/2 your cleric level (rounded up).
When channeled as a wave of positive energy, all undead within the effect’s radius take 1d6 damage for every die you allotted from your dice pool and must flee from you (as if frightened) for 1d4 rounds + your Charisma modifier. Undead in this radius are allowed a Will save that negates the frightened condition and results in half damage. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead who take damage greater than their hit points crumble to dust and are destroyed by the power of your deity. If a fleeing undead is subject to channeled negative energy, it is not commanded, but does receive a new saving throw to dispel the f lee effect.
Living creatures within the area are healed 1d4 hit points for every die you allotted into the channeling. You can choose whether or not to include yourself in this effect. Hit points gained above a living creature’s total are lost.
When channeling the energy as a touch effect the positive energy causes 6 hit points damage per die allotted from your dice pool on a successful touch attack against undead. If the touched recipient is a living creature, they gain 4 hit points for every die you allotted.
A cleric’s pool of positive energy is restored at the same time when they regain their daily spell allotment.
Option under consideration: "When the cleric delivers the positive energy through touch, they add their Charisma modifier to the effect."
Design thoughts:This is an extra benefit to the cleric who chooses to join the "front line" and be in direct contact with the undead foe. This may not help "in combat touch healing" a lot where you may be allotting several dice to a single heal and only gain the benefit of the Charisma modifier once. This seems like a good balance though as the primary means of "in combat healing" should be via cure spells.
| Kor - Orc Scrollkeeper |
Channel Negative Energy thoughts.
My above premise for Channeling positive energy is based on:
- when positive energy comes into contact with negative energy, there is a significant detrimental reaction.
- when positive energy comes into contact with a living force, there is a slight benefitial reaction.
Question: I'm not sure if its defined anywhere though as to whether a living force is positive energy?
At this time without an "official" answer to that question, I am assuming a living force is not positive energy, but rather a force that gains beneficial effects when subject to its energy.
Based on this, my thoughts for negative energy are:
- when negative energy comes into contact with negative energy, there is a significant beneficial reaction.
- when negative energy comes into contact with a living force, there is a slight detrimental reaction.
- when negative energy comes into contact with positive energy, there is a significant detrimental reaction.
Anyone that can channel positive energy would be deemed "a positive energy source". (i.e. a good cleric or a paladin).
Without completely rehashing my "Channelling Positive Energy" rule, the following effects would be available to a Negative Evergy Channeller:
- wave: d4/die dmg to living, d6/die dmg to positive energy sources (i.e. clerics & paladins), d6/die healed to undead.
- touch: 4/die hp dmg to living, 6/die hp dmg to positive energy source, 6/die hp dmg to undead.
| Kor - Orc Scrollkeeper |
Paladin Thoughts & Channeling positive energy
A paladin's smite is full of "divine energy" an is thusly different than "positive energy". However, if the rules were to allow a channeling of energy to delivered through touch, perhaps through the use of a new feat, paladins could also deliver the channeled energy through the touch of a weapon as a free action once per round. This would allow for weapon damage plus the positive channeled energy damage against undead.