HeroLab and Channel Energy


Rules Questions


So I noticed my 1st level Cleric with +4 WIS only has 3 uses of Channel Energy and the DC for resistance is only 10, not the 14 it should be.

Anyone else notice this glitch before? Any way around it?


Channeled energy works off Charisma, not Wisdom.

Quote:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.


Wow I feel dumb...how I screwed that up I don't know...

Grand Lodge

King Stag wrote:
...how I screwed that up I don't know...

Herolab helped. ;)

Grand Lodge

sveden wrote:
King Stag wrote:
...how I screwed that up I don't know...
Herolab helped. ;)

Not HeroLab's fault.

And the reason is because the ability is an oddity, one of the rare special abilities for a class that uses something besides the class's normal primary stat.

Grand Lodge

Herolab helped in the fact that the player began making a character without knowing the finer points. Wondered why it was so and thought maybe it was Herolab's fault.

My point being is Herolab doesn't help you know the rules of the game like sitting down with a book, a pencil and a character sheet will.

Shadow Lodge

sveden wrote:

Herolab helped in the fact that the player began making a character without knowing the finer points. Wondered why it was so and thought maybe it was Herolab's fault.

My point being is Herolab doesn't help you know the rules of the game like sitting down with a book, a pencil and a character sheet will.

+ 1

I use Hero Lab, I like Hero Lab (mostly), but Hero Labs these days is quite often a bit of a crutch and doesn't promote an understanding of the rules.

Like that time somebody told me that 2-handed their longsword did 2d6 damage because that's what Hero Labs said.


Actually, I simply screwed up. I own all the books, I have read that half a dozen times and when making my first cleric I somehow got it in my head that all his major bonuses came from WIS only.

I'd like to blame HeroLab but I simply had a brain fart.

The program is great and I highly recommend it for people like me (married, 2 kids) who want to quickly make PCs and NPCs. Don't blame HeroLab, make fun of me.


1 person marked this as a favorite.

Sometimes I wish HeroLab had more mouseovers/hovers that explained where the numbers came from (like they do for AC). I confused myself last night when creating a winter wolf with rogue levels and trying to figure out its attacks. I was off by 1. I couldn't figure out where HL was getting its number from. Then it hit me...large size creature! But for a good 10 minutes I searched and couldn't come up with an answer.

Not that that is either here nor there, but I can sympathize about wishing HL was more helpful at understanding the rules of the game. It is a big help for the most part, though, and I use it fairly frequently.


1 person marked this as a favorite.
sveden wrote:
My point being is Herolab doesn't help you know the rules of the game like sitting down with a book, a pencil and a character sheet will.

No, HeroLab only helped him learn the rules of the game by preventing him from making a mistake.


TwoWolves wrote:
sveden wrote:
My point being is Herolab doesn't help you know the rules of the game like sitting down with a book, a pencil and a character sheet will.
No, HeroLab only helped him learn the rules of the game by preventing him from making a mistake.

Exactly right.

I would have played the wrong way and allowed my players in the game I run to play the wrong way because I misread the Core Rules.

HeroLab has actually allowed me to learn the rules MUCH faster. I wouldn't even play Mutants and Masterminds until I bought HeroLab.

Grand Lodge

YMMV.

Dark Archive

I had the same problem with some skills. Took me awhile to realize I had forgotten about the armour check penalty but Herolab did not.

Dark Archive

1 person marked this as a favorite.

herolab has to remind me that without tools i have a -2 penalty to disable device (Never played a rogue before).

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

HeroLab has served as a good reminder to me when I sometimes forget a bit of minutiae on how a grouping of feats may interact.

I tend to avoid letting new player use it, insisting that they pick up a book and learn from that. But, for established players, HeroLab is a great time saver. Also good for the aforementioned "oh, wait, I get a +2 to that check! D'oh!"

Scarab Sages

1 person marked this as a favorite.

Hero Labs is a tool to make a solid, correct character. It is NOT a substitute for the rules, nor does it advertise itself that way. Indeed, it even calls itself "Character Creation Software" and NOT "Rules Software".

Blaming the software instead of the guy what made a simple mistake is foolish.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / HeroLab and Channel Energy All Messageboards

Want to post a reply? Sign in.