Channeling in CoCT


Curse of the Crimson Throne


Hi,
I’ve got a question concerning the « Channeling » and CoCT.
In fact, in this campaign, the fact to have a cleric in his group is a powerful advantage for players (and a disadvantage for GM), because, if he call for the power of his God and the undead (there is so many undead in this campaign) failed their saving throw, they have to flee away.
So if they flee, they can’t attack! And, if they flee, do they flee just at the speed of a simple move, or a double move action or like a run (5 times this speed)?

Grand Lodge

Well, the undead basically gets the frightened condition, and they will do anything they can to get away as quickly as possible (including using special abilities/spells). I assume this means they also double move (or run, assuming it's in a straight line).


It's really not all that different than 3.5 turning; just the way the effects are dealt out work differently.

In 3.5, you either turn or destroy the undead. If they are turned, they flee just like the channel energy ability in Pathfinder. However, in Pathfinder, you will still do damage, and possibly destroy the undead, even if they make their Will saves.

Is having the undead flee really a bad thing? Many types of undead have turn resistance, which I've been adding as a bonus to their Will saves. The effect is short term, so they can return to plague the PCs later, possibly at an inopportune time. The cleric also gets a limited number of uses of this ability a day. If the undead aren't destroyed by channeling, they will eventually have to be dealt with by other means.

Dark Archive

Just chiming in that I agree with double-move often being the best interpretation of "fleeing in the best way possible."

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