Channel energy


Playtest Reports


hi, I like the new quick and fast rule for channeling energy.

Two points:

(1) why not have the ability to do old school turning OR new school "channeling" - all from the same pool of turn attempts

(2) id need to check in the 3.5 rules but im pretty sure the rebuker is getting short changed here? (will check)

http://roleplaygeek.blogspot.com/


Adrian Jones wrote:

hi, I like the new quick and fast rule for channeling energy.

Two points:

(1) why not have the ability to do old school turning OR new school "channeling" - all from the same pool of turn attempts

(2) id need to check in the 3.5 rules but im pretty sure the rebuker is getting short changed here? (will check)

http://roleplaygeek.blogspot.com/

As long as they are on equal footing now does it really matter what standard 3.5 says? i am assuming you mean short changed from what he used to get, I don't see how he could be getting short changed against the positive energy channeler now, unless I am missing something.

Charles


Lemme give you a few ideas as to how 1. is not a good idea.

First of all, turning was way too complicated. Second, the undead didn't really get a roll agianst its effects. It was whether the cleric rolled good or not, but they really had little defense agaisnt it, as I demonstrated with one of my 3.5 clerics, "Brother Jerome"

Jerome ended up being a 20th level cleric. Now without a single non-core feat, magic item, etc, this was what Jerome could do.

First, he had the sun domain, which allows 1/day greater turning, any undead normally turned are instead destroyed.

Naturally he had the improved turning feat (turn as if 1 level higher in the class).

By 20th level Jerome had a +6 cha mod. [no tomes, he started with a 16 and had a +6 item]

Jerome had a Phylactery of Undead Turning (turn like you are 4 levels higher), which was also a circlet of persuasion +3 (+3 on cha related checks, which turning undead is)

Also a pale green iounstone (+1 competence bonus on ability checks)

Of course he had 5+ ranks in Knowledge Religon, giving him a +2 synergy bonus to his initial cha roll.

Here's how it worked out. Turning Check for most Powerful undead at +12 (6 cha, 3 headband, 2 synergy, 1 competence). His turning damage was 2d6 +31 (20 for level, +5 between phylactery and improved turning, +6 cha mod). And for the purposes of turning Jerome counts as a 25th level cleric.

What's that mean? Well, it means that if Jerome rolls a 1 on his turning check, he can turn unlead up to 26 HD in power. Rolling a 10 or better on that check allows him to turn 29 HD undead. Against solo undead, Jerome's turning damage is high enough that he doesn't have to roll it, if he can turn it, it does. EG: Any undead less than 26 hit dice is either dead or fleeing on Jerome's first initiative, without him even rolling the dice.

The highest CR undead in the entire monster manual has 25 HD, the Nightcrawler, at CR 18. Granted that by 20th level Nightcrawlers ought to be a breeze anyway, but Jerome was frequently tearing through badass leveled Vampires, etc. A Lich or Vampire would have to be at least CR 25 , to not be dusted by Jerome without him rolling the dice (this is factoring in the Lich/Vampire templates CR adjustment, and its turn resistance), Only if it was CR 30, 10 levels above the party, in the realm of "massacre-ville", would it manage a 50-50 shot of living past Jerome's first initiative. This is also assuming that every increase to the creatures CR is something that gives it 1 Hit Dice, which won't be the case for multi-templated creatures.

The items I used, mainly the phylactery of undead turning and circlet of persuasion, are reasonably cheap and should be readily available to a 10+ level cleric. Even without the improved turning feat, an 11th level cleric can easily end the battle against an undead with up to 19 HD with a single roll of the dice.

And thats all CORE. Throw in the Rod of Defiance (Libris Mortis), which strips almost all undead of the effective benifit of their turn resistance (by letting you barell past it), or the Scepter of the Netherworld, anouther 'count as X levels higher for turning' item, and things will really get out of hand, giving you basically another +7 "cleric levels" on top of what I already mentioned.


Note: THIS is a Turning. With a very big T.


When you get something good you have to lose something to offset it.

While Turning Undead is situational at best (do you really want undead feared, running away? and what about that demon? doesn't work against him at all), it was relatively powerful in some campaigns. i.e. undead heavy ones. Those clerics who specialized in it were very Very good at it.

Channeling Energy is powerful. It isn't situational. It's powerful every single day of the cleric's life. It doesn't only work on one type of creature, or only in some type of campaigns. It's a Class 1 Grade A boost to the cleric.
They need to lose something to get it.

The older, more powerful vs Undead ability is what they have lost.

Some would say not an equal trade- but it's the trade that has been made. Allowing the cleric to do either one would be too powerful, in my opinion. (choosing one or the other at char creation would work imo, but not being able to switch between 'em at will)

-S


Playtest report :
I think the Healing/Damaging living creatures part of the new turning mechanics is severely unbalanced.

Our good cleric with a few extra turning feats kept a party over-healed across a ecl+4 encouter. THAT IS UNFUNNY.
In a later undead-based encounter, He also out-damaged our sorcerer. (this translates in the awful possibility that a evil cleric can easily outdamage an arcane glass canon). DOUBLEPLUS UNGOOD.

This new system also makes a single feat _extra turning_ the One Feat for the cleric to rule them all. stacking it allows for an endless torrent of positive energy to flow througth the group / negative energy torrent to wither enemies away. Suppress this feat or at least make it unstackable.

This huge boost to the cleric power should be counter balanced, by regressing the cleric's survivability to thief/sorcerer level (d6 hit die, light armor, at best).

Until then, as a quick fix, i'll limit the new mechanic to affecting undeads.


awp832 wrote:

Lemme give you a few ideas as to how 1. is not a good idea.

First of all, turning was way too complicated. Second, the undead didn't really get a roll agianst its effects. It was whether the cleric rolled good or not, but they really had little defense agaisnt it, as I demonstrated with one of my 3.5 clerics, "Brother Jerome"

Jerome ended up being a 20th level cleric. Now without a single non-core feat, magic item, etc, this was what Jerome could do.

First, he had the sun domain, which allows 1/day greater turning, any undead normally turned are instead destroyed.

Naturally he had the improved turning feat (turn as if 1 level higher in the class).

By 20th level Jerome had a +6 cha mod. [no tomes, he started with a 16 and had a +6 item]

Jerome had a Phylactery of Undead Turning (turn like you are 4 levels higher), which was also a circlet of persuasion +3 (+3 on cha related checks, which turning undead is)

Also a pale green iounstone (+1 competence bonus on ability checks)

Of course he had 5+ ranks in Knowledge Religon, giving him a +2 synergy bonus to his initial cha roll.

Here's how it worked out. Turning Check for most Powerful undead at +12 (6 cha, 3 headband, 2 synergy, 1 competence). His turning damage was 2d6 +31 (20 for level, +5 between phylactery and improved turning, +6 cha mod). And for the purposes of turning Jerome counts as a 25th level cleric.

What's that mean? Well, it means that if Jerome rolls a 1 on his turning check, he can turn unlead up to 26 HD in power. Rolling a 10 or better on that check allows him to turn 29 HD undead. Against solo undead, Jerome's turning damage is high enough that he doesn't have to roll it, if he can turn it, it does. EG: Any undead less than 26 hit dice is either dead or fleeing on Jerome's first initiative, without him even rolling the dice.

The highest CR undead in the entire monster manual has 25 HD, the Nightcrawler, at CR 18. Granted that by 20th level Nightcrawlers ought to be a breeze anyway, but Jerome was...

Yet if you had several advanced zombies I suspect 40 hd zombies are about CR 10 you would be unable to turn them at all even if you rolled a 20. Turning worked on the HD of the mobs, not its CR so often it was impossble to turn stuff with a CR of 5 levels less then you.

Example Atropal from the Epic handbook, 66 HD, CR 30. At 40th level 10 levels above its CR you can not turn it.

Heunefor CR 25, 50 HD again not destroyable til a minimum of level 40 15 below the CR of the mob.

Lavawight CR 23, 32 HD, which means if focused on it the way Brother Jerome is he may be able to destroy it at 23rd level.

Shadow of the Void CR 26, HD 35 again if focused can be destroyed at level 26, but defintely not an earlier level. Sorry just noticed Turn resistance +6 so need to be about level 30 or so to ahve a chance as you need to effect 41 HD.

Shape of Fire, CR 26, Turn resits 6, HD 35 so need to be 4 or 5 levels higher then its CR to turn it.

All these are without advancing HD which I think adds 4 hd for 1 CR making a cleric turning completely impossible.

Turning was broken, but it was almost useless at high level not overpowering on anything other then specialized undead which had HD near there challenge rating.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Playtest Reports / Channel energy All Messageboards
Recent threads in Playtest Reports
Rangers