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Interesting. Going back and looking for it, I can't find the heal check, except that all through various scenarios, there are heal checks such as "if the PC's make a heal check, they can see that the target is unconscious but stable" and there is a spell that is "You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct)." Which seems odd if you just know that automatically.
I think this falls into the "do NPCs have visible health bars." area. Most GM's I have played with say no, unless you have some way to make a check, all you can see it that they have been or have not been hit, and that they are or are not moving.
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I pray this was not a new to PFS player because chances are they wont be returning to the game
I have talked to all of the players and at least one is reading this forum posting and can discuss if they want to. All of these players are long term friends of mine we have been playing games for years together. And that includes the Min/Max guy, the fights we have had over rules are legen … wait for it … dary.
We must both enjoy it or we would not play these types of game together.
We tend to play tons of games, the number one comment I received from the people at the table about PFS had nothing to do with PFS but the actual game mechanics of Pathfinder. They found it too complicated with all the concealment rules and generally expressed an interest to just go back to 4e Dnd.
The other rule that caused them the most trouble was the 5 foot diagonal calculations. Not to delve into a battle of game systems but I have never understood why 3rd edition rules did not play on a hex map, it would approximate the area of effects better.
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I think this falls into the "do NPCs have visible health bars." area. Most GM's I have played with say no, unless you have some way to make a check, all you can see it that they have been or have not been hit, and that they are or are not moving.
Cool thanks for checking on that, I hate to miss rules like that, drives me crazy.
Wraith235 and Flite, I do forget that forums posting are not like IMs, not a frequent poster. But the death of the cleric was an inside joke, as mentioned above, one of the players is actually reading this forum.
To clarify, no one in the game played actually died. I don't think I ever even attacked the cleric directly. He was hit with an area effect spell but that was incidental.
In general it appears PFS scenarios have enough built in effects trying to kill the players without the GM assassinating a player. In the first two scenarios I have seen there is one with what can easily be a DC 18 or so fortitude save vs death. And another one with a trap that can hit multiplier players for 6d6 damage. This is all for 1st level characters which seems pretty harsh to me.
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also in your statment "the Monster did not have spellcraft so would not know the details of such healing" the same Idea goes for channeling negative energy ....without Knowledge religion the Monster isnt going to know who did it ... and an argument could be made that he wouldnt even know how it was done without it
My understanding is that in general, barring invisibility/stealth/etc, a creature does know who or what used a spell or ability against them. Is this not correct?
Do agree that the monster would have no understanding specifically of what the ability is, but it is a simple causality relationship that dude X did something and I felt a sharp pain, lets kill him.
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A construct is not affected by positive or negative energy channels as they are neither living or undead, and therefore could not be dazed by the variant channel. Similarly, an undead creature cannot be harmed by a negative energy channel, so the daze effect would not trigger.
prd wrote:Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.Nonetheless, there are other feats that can be taken, such as command undead, that can offset ineffectiveness against undead or constructs. This channeler in the vast majority of situations is still very strong.
Good point, I was thinking about the condition rather than the source.
I suppose a positive channeller could daze undead by channelling to harm and a negative channeller could daze living things by doing the same. Could a versatile channeller do both?
It begins to feel very feat intensive though. Versatile Channel, Improved Channel, Selective Channel. Clerics don't exactly get very many feats.
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Acedio wrote:A construct is not affected by positive or negative energy channels as they are neither living or undead, and therefore could not be dazed by the variant channel. Similarly, an undead creature cannot be harmed by a negative energy channel, so the daze effect would not trigger.
prd wrote:Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.Nonetheless, there are other feats that can be taken, such as command undead, that can offset ineffectiveness against undead or constructs. This channeler in the vast majority of situations is still very strong.Good point, I was thinking about the condition rather than the source.
I suppose a positive channeller could daze undead by channelling to harm and a negative channeller could daze living things by doing the same. Could a versatile channeller do both?
It begins to feel very feat intensive though. Versatile Channel, Improved Channel, Selective Channel. Clerics don't exactly get very many feats.
If you are building your character to do this primarily, it isn't an issue. Clerics get 6 feats by level 11; as does everyone.
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True but you probably also want Improved Initiative. Clerics generally dont prioritise Dex and you really want to go first to maximise the benefit of this tactic. Now you have only two feats left to help you do anything other than your "trick".
Sounds like how a lot of one trick ponies work, and that doesn't stop them from showing up.
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andreww wrote:True but you probably also want Improved Initiative. Clerics generally dont prioritise Dex and you really want to go first to maximise the benefit of this tactic. Now you have only two feats left to help you do anything other than your "trick".Sounds like how a lot of one trick ponies work, and that doesn't stop them from showing up.
*whinny*
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Jeff Merola wrote:*whinny*andreww wrote:True but you probably also want Improved Initiative. Clerics generally dont prioritise Dex and you really want to go first to maximise the benefit of this tactic. Now you have only two feats left to help you do anything other than your "trick".Sounds like how a lot of one trick ponies work, and that doesn't stop them from showing up.
Clearly the ponies in question have an Intelligence of 1/3rd—that's the only way they have 1 trick...
>.>
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Flutter wrote:Jeff Merola wrote:*whinny*andreww wrote:True but you probably also want Improved Initiative. Clerics generally dont prioritise Dex and you really want to go first to maximise the benefit of this tactic. Now you have only two feats left to help you do anything other than your "trick".Sounds like how a lot of one trick ponies work, and that doesn't stop them from showing up.Clearly the ponies in question have an Intelligence of 1/3rd—that's the only way they have 1 trick...
>.>
Nay!
2/3. I took attack and attack.
ATTACK!
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Walter Sheppard wrote:Flutter wrote:Jeff Merola wrote:*whinny*andreww wrote:True but you probably also want Improved Initiative. Clerics generally dont prioritise Dex and you really want to go first to maximise the benefit of this tactic. Now you have only two feats left to help you do anything other than your "trick".Sounds like how a lot of one trick ponies work, and that doesn't stop them from showing up.Clearly the ponies in question have an Intelligence of 1/3rd—that's the only way they have 1 trick...
>.>
Nay!
2/3. I took attack and attack.
ATTACK!
Hay!
clearly you also took "pun". so looks like 3/3
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One-Trick Pony wrote:Walter Sheppard wrote:Flutter wrote:Jeff Merola wrote:*whinny*andreww wrote:True but you probably also want Improved Initiative. Clerics generally dont prioritise Dex and you really want to go first to maximise the benefit of this tactic. Now you have only two feats left to help you do anything other than your "trick".Sounds like how a lot of one trick ponies work, and that doesn't stop them from showing up.Clearly the ponies in question have an Intelligence of 1/3rd—that's the only way they have 1 trick...
>.>
Nay!
2/3. I took attack and attack.
ATTACK!
Hay!
clearly you also took "pun". so looks like 3/3
Hey! I love hay!
Puns are a skill, my friend. I have max ranks in Perform (comedy).
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Hmm, I have been trying to find a version of this character which might work without being just a one trick pony. The first problem I encountered was which deities offer access to the Rulership variant. Ultimate Magic is actually silent on this issue but assuming your deity has to have rulership as one of its areas that limits you to Dispater or Iomedae. Both are ineligible for Versatile Channeller so finding someone who can Daze both the living and the dead is potentially subject to table variation. However, we are running a channelling Cleric with high Charisma which means we can grab Command Undead and go negative channelling. That allows us to channel to harm to affect living creatures and channel to command undead. Cant do anything about Golems but you cannot have everything.
This is what I ended up with at level 10. A fallen angel taken in by the powers of hell secretly working for Dispater within the ranks of those who serve the archfiend. High Charisma, OK Wisdom and the Trickery Domain make him a great face. Inspire Courage lets him bring a great buff to the team along with potential enemy dazing. His spell selection is very limited as he cannot rely on spells with DC's and his concentration is poor. On stats he had to sacrifice something and strength was it. I could swap Str and Int and let him do something in melee but honestly in PFS I would rather have the extra skills than a terribly weak melee attack. He is living with medium encumbrance and an attack penalty as he is not proficient with his armour and shield but given I haven't even bothered to give him a weapon it isn't likely to come up.
The Channel trick is looking at DC25 which is decent. I could push it to 26 but that would mean taking a Charisma of 20 and sacrificing virtually everything else. That is not a character I could see working from level 1. He gets 10 uses per day which honestly feels really low given it is 1 round of daze per use.
LN Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +23
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Defense
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AC 24, touch 12, flat-footed 23 (+8 armor, +3 shield, +1 Dex, +1 natural, +1 deflection)
hp 73 (10d8+20)
Fort +12, Ref +7, Will +13
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Special Attacks fascinate, inspire courage +2, inspire greatness, channel negative energy 10/day (DC 25, 3d6), sermonic performance, countersong
Domain Spell-Like Abilities (CL 10th; concentration +13)
. . 10 rounds/day—master's illusion (10 rounds/day, DC 18)
. . 6/day—copycat (10 rounds)
Aasimar Spell-Like Abilities (CL 10th; concentration +17)
. . 1/day—daylight
Cleric (Evangelist) Spells Prepared (CL 10th; concentration +13):
5th—confusion [D], summon monster v, wall of stone (DC 18)
4th—blessing of fervor (2, DC 17), confusion [D] (DC 17), summon monster iv
3rd—animate dead, communal resist energy, dispel magic, meld into stone, invisibility [D]
2nd—darkness, desecrate, grace (2), invisibility [D], silence (DC 15)
1st—bless (2), disguise self [D], liberating command, shield of faith (2)
0 (at will)—detect magic, detect poison, guidance, stabilize
[D] Domain spell; Domain Trickery
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Statistics
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Str 7, Dex 12, Con 14, Int 14, Wis 16, Cha 24
Base Atk +7; CMB +5; CMD 17
Feats Command Undead, Improved Channel, Noble Scion of War, Quick Channel, Selective Channeling
Traits sacred conduit, underbridge dweller (magnimar)
Skills Bluff +23, Diplomacy +25, Disguise +14, Intimidate +10, Knowledge (nobility) +8, Knowledge (planes) +6, Knowledge (religion) +10, Perception +23, Perform (Oratory) +17, Sense Motive +16, Spellcraft +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Infernal
Special Qualities aura, domains (trickery), public speaker, variant channeling (rulership)
Combat Gear extend metamagic rod (lesser); Other Gear +2 mithral breastplate, +2 mithral light steel quickdraw shield, amulet of natural armor +1, belt of mighty constitution +2, circlet of persuasion, cloak of resistance +2, eyes of the eagle, handy haversack, headband of alluring charisma +4, ioun stone (dusty rose prism, cracked), ioun stone (pale green prism (cracked, saves), ring of protection +1, spell component pouch, iron holy symbol (x2)
He has around 5k of expected cash free to spend on consumables and would probably spend some PP on a few useful low level wands and 3rd level potions. Overall he is OK but I wouldn't call him overpowered.
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Walter Sheppard wrote:Hay! You're not pinning that one on this donkey.Jiggy wrote:He has pre-errata Crane Wing though. We're screwed.Walter Sheppard wrote:Clearly we're just missing the Three-Trick Pony now.True strike can help with that.
We have an ancient ritual for deciding that..
blindfolds walter , spins him around three times, and sets him loose with the pin