Is it possible to channel to heal and hurt undead at the same time?


Advice


As the title reads, I was wondering if there is a way to make Channel Energy simultaneously heal living characters and harm undead creatures, or simultaneously harm living creatures and heal undead creatures?

Edit: Quick update to clarify what I'm looking for. I'm not talking about Channeling positive and negative energy at the same time, but rather to have a positive energy channel affect both living and undead creatures at the same time. :)

Quote:
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

I'm wondering if there's any way to change the bolded 'or' into an 'and'?

Feats, magical items and class features are all of interest. :)


Yes. When Bella and Edward broke up, it hurt. But it was to help Edward overcome his thirst, which made their relationship stronger.

I assume.


Great example! With the option I'm asking for in the OP I'd be able to destroy that unholy abomination of a movie and heal the scarred minds of all those who had to suffer through it at the same time. :)


What if... What if a cleric is actually channeling both positive AND negative energy at all times, but you just don't notice because it's healing and hurting everyone by the same amount?

To actually answer your question, though, there's versatile channeler, but it doesn't let you channel both at the same time.

Related, there's also the master channeler prestige class. I do believe that does what you're looking for, though it's a steep investment.


Master Channeler is close, but not quite what I'm looking for. I think I might be explaining this badly, let me try this again.

Quote:
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

I'm wondering if there's any way to change that 'or' into an 'and'?

Edit: Added clarification to the original post. :)


Ah, I think that's included under the "light and dark" special ability. "At 7th level, a master channeler may, as a full-round action, affect all eligible creatures within her channel energy radius, both healing creatures and harming the opposite kind of creature."

So she can channel positive, heal living and harm undead, or she can channel negative, heal undead and harm living.


Johnny_Devo wrote:

Ah, I think that's included under the "light and dark" special ability. "At 7th level, a master channeler may, as a full-round action, affect all eligible creatures within her channel energy radius, both healing creatures and harming the opposite kind of creature."

So she can channel positive, heal living and harm undead, or she can channel negative, heal undead and harm living.

Doh! Can't believe I missed that after you pointed me at the Master Channeler. Thanks!

Edit: Aand I just realized the Master Channeler is a homebrew class? That probably won't fly with my GM. :-/

Liberty's Edge

I'm not aware of any 'official' way to do this.

That said, 'Variant Channeling' from Ultimate Magic has many "example" options which halve the amount of healing/damage done in exchange for some other effect. It would seem perfectly reasonable to have one where the 'other effect' is to apply half the dice to the other channeling type (i.e. half to healing and half to harm).

Dark Archive

Best I can think of is using the Quick Channel feat to 'fake it' and just double tap the channeling, once to heal the living and one to harm the undead. Eats up 3 uses of Channel Energy per round, though.


Kudaku wrote:
Johnny_Devo wrote:

Ah, I think that's included under the "light and dark" special ability. "At 7th level, a master channeler may, as a full-round action, affect all eligible creatures within her channel energy radius, both healing creatures and harming the opposite kind of creature."

So she can channel positive, heal living and harm undead, or she can channel negative, heal undead and harm living.

Doh! Can't believe I missed that after you pointed me at the Master Channeler. Thanks!

Edit: Aand I just realized the Master Channeler is a homebrew class? That probably won't fly with my GM. :-/

My turn to D'oh!

Google search led me straight to it. Whoopsie.


Johnny_Devo wrote:

My turn to D'oh!

Google search led me straight to it. Whoopsie.

Yeah, I assumed D20SRD had renamed the Envoy of Balance until I realized something didn't really add up. Really easy mistake to make.

Looks like Quick Channel is the best RAW option, I'll talk to my GM about the variant channeling. Thanks guys! :)


Your group could do what ours does ... we chucked the RAW channel for the PF Beta channel which does exactly what your OP asks. We figure that a pulse of [typed] energy is a pulse of [typed] energy. Given that it is a very limited resource often considered 'suboptimal' ... ;)


My understanding is that they changed it in the beta because it was crazy powerful. Just be wary if your GM allows something like that. Should take some significant investment.


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I don't think so but I never understood it based on what's going on with Channel Energy. If positive energy hits both the zombie and the human, the zombie should be harmed and the human should be healed, not one or the other.


Which why we didn't change it from beta. It isn't that powerful in our play experience. What would make it over the top is if there is/becomes a way to boost damage per die. So far as my group is aware, there isn't any.


Turin the Mad wrote:
Which why we didn't change it from beta. It isn't that powerful in our play experience. What would make it over the top is if there is/becomes a way to boost damage per die. So far as my group is aware, there isn't any.

All you can do is boost healing per die for yourself, via Fey Foundling.


They decided that doing both at once was too powerful so they made it an either or


:) I understand the reasoning. Our play experience disagrees is all. Since it's good for both heroes and villains, it's been a wash in the end.


My Self wrote:
Turin the Mad wrote:
Which why we didn't change it from beta. It isn't that powerful in our play experience. What would make it over the top is if there is/becomes a way to boost damage per die. So far as my group is aware, there isn't any.
All you can do is boost healing per die for yourself, via Fey Foundling.

Precious feat to gain that, so yeah, no biggie. If the entire group of characters invested their 1st level feat in that, it would be a pretty nifty "fey themed" group methinks. Me likey.


There is a way for Evil clerics to channel negative energy that hurts living creatures but heals worshipers of their deity. Other than that, I don't know of any other way to do it. It's called "Conversion Channel," and I believe it's in the Inner Sea Gods book.


There was something in Way of the Wicked they also did that. I think it healed if you proclaimed Asmodeus as you lord when they channeled. Not sure if it harmed those who didn't.


The big buff in doing so comes from an evil cleric who can heal his undead thralls and hurt his enemies at the same time.

Then again I've never thought of channel as underpowered. I've seen it prevent TPKs many times.


The Envoy of Balance can almost do this. You can heal your allies and harm your enemies at the same time... but allies and enemies have to all be alive or all be undead, not a mix.


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Actually, i think there is a way. Your deity must be one that have the "Repose" domain, as Pharasma. Choose it as one of the domains u want for the 2 u have for the blessings. "Repose

Gentle Rest (minor): At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that’s touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1).

Back to the Grave (major): At 10th level, when using channel energy to heal living creatures, you can take a swift action on that same turn to also deal damage to undead creatures (as your channel energy ability). Undead take an amount of damage equal to half the amount healed, and can attempt the normal saving throw to halve this damage." As you can see, when you arrive to 10th level can use the major blessing, that let you use your channel hability to heal in area, and also damage all the undead in the area with the half of the amount of the cure using a swift action for it. They can halve this damage again with a saving throw. But, in fact, u will be healing people and hurting undeads with the same action.


I like the burst of energy = burst of energy idea... Channel is a burst of either positive or negative energy, or void energy for creepy Clerics... it shouldn't matter why you are releasing a burst of energy (to harm or heal or oit of boredom or accident), that type of energy is going to affect everything it touches (withoit feat investment to be more selective)...

Positive energy heals the living and harms the dead... at the same time... every time.

Negative energy heals the undead and harms the living... at the same time... every time.

Honestly, it seems like it should take feats to have a choice to only heal or only harm... otherwise you are just releasing a burst of positive or negative energy all willy-nilly.

And other people seem to treat it this way, too... the Dhampir at my table always stands "over there" when the Warpriest Channels to heal everyone. It's apparently NOT assumed that positive energy ONLY heals when healing is happening.


Envoy of balance PRC has that ability

Shadow Lodge

There's been a lot of necromancers active on these boards lately.

The Exchange

Ryan Freire wrote:
Envoy of balance PRC has that ability

As mentioned above, the Twinned Channeling ability of the Envoy of Balance doesn’t quite do what the original poster (from 5 years ago) wants. With Twinned Channeling you still have to choose either “living” or “undead” for the channel to affect. The OP wants to heal living AND harm undead with the same channel.


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gnoams wrote:
There's been a lot of necromancers active on these boards lately.

A lucrative time indeed.


For once the thread necromancy is on topic and potentially useful. You have to be a warpriest 10 of Pharasma and would be best with a focus on wisdom, but it is possible to channel to heal the living and harm undead simultaneously.

Kudaku hasn't been seen in a year or so but might, possibly, see this.


VoodistMonk wrote:

I like the burst of energy = burst of energy idea... Channel is a burst of either positive or negative energy, or void energy for creepy Clerics... it shouldn't matter why you are releasing a burst of energy (to harm or heal or oit of boredom or accident), that type of energy is going to affect everything it touches (withoit feat investment to be more selective)...

It is a matter of game balance. PC are generally living and undead are uncommon foes. In that light, letting positive energy do both isn't horrible since the situation where it is unbalanced is uncommon.

The problem occurs when you consider a party that makes themselves with the idea of using negative energy to heal and use necromancy. Now you're healing allies and damaging most common opponents. Very few enemies are not living, and of those that are most of them are undead which count as a resource to be gathered rather than an enemy.

Necromancers with plentiful access to methods of channeling negative energy become OP. Even if you can out damage the negative energy, as long as the necromancer and minions can force your party to spread out their damage even a little healing has a huge effect. Not to mention a way to do constant AoE attacks against every opponent.

Also, 3.5 and before D&D didn't have channeled healing. Clerics had Turn Undead or Control Undead, plus a series of feats to modify that ability. Pathfinder took it further and gave clerics channeled healing. Separating the healing and the damage was a way to control abuse.


I never did 3rd or 3.5 D&D, after a long hiatus, I went from 2ndEd into PF. A friend I started playing PF with did the same, but his stomping grounds was 2ndEd Dark Sun and Spelljammer.

It really made us rethink the PF cleric to find the core rules had an "either/or" with channeling... and then we promptly got rid of that rule (similar to Turin & his group.)

We've never looked back.


A Fiendish Vessel archetype cleric can channel Evil, simultaneously healing evil creatures and hurting good creatures, provided they fail their save.


we've always played with the "energy is energy" setup and it's never been a problem. Lets a healbot shine every once in awhile. Can't be pouncing barbarians all the time.


yukongil wrote:
we've always played with the "energy is energy" setup and it's never been a problem. Lets a healbot shine every once in awhile. Can't be pouncing barbarians all the time.

If player isn't able to make a prepared full caster with one of the strongest spell lists in the game "shine" compared to a martial, the last thing that does the player good is giving them more reason not to learn to use their spells...

Shadow Lodge

As Meirril said, the problem isn't so much about players channeling positive. It's with undead channeling negative. Imagine if you will an encounter with a bunch of undead clerics. They all spam aoe negative energy, every round, healing themselves, and hurting all the players. It would make for kind of a bs encounter.


gnoams wrote:
As Meirril said, the problem isn't so much about players channeling positive. It's with undead channeling negative. Imagine if you will an encounter with a bunch of undead clerics. They all spam aoe negative energy, every round, healing themselves, and hurting all the players. It would make for kind of a bs encounter.

It would be no less BS if the party was spamming positive energy fighting Undead.

These are problem players/bad GM's... that has nothing to do with game balance and there aren't enough pens or pages to write down enough rules to fix $#!+ people.

Grand Lodge

VoodistMonk wrote:
gnoams wrote:
As Meirril said, the problem isn't so much about players channeling positive. It's with undead channeling negative. Imagine if you will an encounter with a bunch of undead clerics. They all spam aoe negative energy, every round, healing themselves, and hurting all the players. It would make for kind of a bs encounter.

It would be no less BS if the party was spamming positive energy fighting Undead.

These are problem players/bad GM's... that has nothing to do with game balance and there aren't enough pens or pages to write down enough rules to fix $#!+ people.

I have experienced enough of these encounters that I'm nonplussed if I have to face one in the future. Not everybody has the same endurance in regards to that and that's the problem there. Either way a blanket statement isn't accurate, that always depends of the group or the GM at hand and what everybody around the table is comfortable with.

The Exchange

gnoams wrote:
As Meirril said, the problem isn't so much about players channeling positive. It's with undead channeling negative. Imagine if you will an encounter with a bunch of undead clerics. They all spam aoe negative energy, every round, healing themselves, and hurting all the players. It would make for kind of a bs encounter.

Imagine, if you will, an encounter with a bunch of living Envoys of Balance. They all spam AoE to affect living creatures, every round, healing themselves, and hurting all the players.

The potential is already there. You can always make an encounter that is extremely tilted against the players if you really want to.


Derklord wrote:
yukongil wrote:
we've always played with the "energy is energy" setup and it's never been a problem. Lets a healbot shine every once in awhile. Can't be pouncing barbarians all the time.
If player isn't able to make a prepared full caster with one of the strongest spell lists in the game "shine" compared to a martial, the last thing that does the player good is giving them more reason not to learn to use their spells...

rarely is your cleric going to shine in a combat encounter save in a support role, they are rarely the one to actually get to roll the dice to kill the bad guys, which is fun. This lets them actually do that every once in awhile.

I've rarely seen an instance in an actual game where the cleric taking an offensive action is more beneficial to the party than keeping the main frontliners or others up and running.

John Stockton is cool, Karl Malone is cooler kind of thing...also, shaddup, those are the sports people I know!


yukongil wrote:


I've rarely seen an instance in an actual game where the cleric taking an offensive action is more beneficial to the party than keeping the main frontliners or others up and running.

Really? Cause herald caller cleric is a THING.


Ryan Freire wrote:
yukongil wrote:


I've rarely seen an instance in an actual game where the cleric taking an offensive action is more beneficial to the party than keeping the main frontliners or others up and running.
Really? Cause herald caller cleric is a THING.

yeah really. Never seen one at a table or even know what it is. The vast majority of clerics are support, through buffs or healing and rarely are they the ones who actually get to kill something themselves, though they certainly aid in the endeavor. Again, letting them damage and heal at the same time just gives them the fun of throwing that fireball while not also keeping their allies alive from the horde of zombies. And since the cleric is not typically the "star" of any given combat, I think that's just fine and dandy.


Belafon wrote:
gnoams wrote:
As Meirril said, the problem isn't so much about players channeling positive. It's with undead channeling negative. Imagine if you will an encounter with a bunch of undead clerics. They all spam aoe negative energy, every round, healing themselves, and hurting all the players. It would make for kind of a bs encounter.

Imagine, if you will, an encounter with a bunch of living Envoys of Balance. They all spam AoE to affect living creatures, every round, healing themselves, and hurting all the players.

The potential is already there. You can always make an encounter that is extremely tilted against the players if you really want to.

Imagine, if you will, an encounter with a caster spamming Battering Blast, or a Kineticist, or a Dragon, or archers... nobody likes it when anything is being spammed/abused... GM's don't like munchkin madness players, players don't like it when the enemies spam something effective, either.

It has nothing to do with balance or over-powered anything, it has everything to do with $#!+ people doing $#!+ things... ruining it for everyone.

As a GM, if a Cleric could heal the party and harm enemies at the same time, and that's all they did. I would call the encounter, probably end the session, too. I would politely tell them they won Pathfinder, hope it was fun. If they did it again the next session, I would do the exact same thing, and end the session. You win, again... hope it was as fun for you as it was for me. The session after that, I would TPK the party with a bleeding/dazing Channel necromancer and a bunch of Undead minions. See, I can be petty and lame too, yay.

As a player, if the party Cleric started to trivialize encounters by Channeling that healed me and hurt the enemies at the same time, I would tell them to stop. And if they didn't stop doin that BS, I would stop playing at that lame @$$ table. It ceases to be fun...

I don't see how it is fun for the spam-artist, either... Slumber, CdG... Slumber, CdG... Slumber, CdG... Slumber, me sleeping at the table because this freaking sucks...


There's plenty of ways of making non-healbot clerics. It's also very possible to fall into the healbot trap, which tends to be less effective than their players desire.


VoodistMonk wrote:


It has nothing to do with balance or over-powered anything, it has everything to do with $#!+ people doing $#!+ things... ruining it for everyone.

That is what 'game balance' is about. The idea is to write the rules to make it less possible to cheese the game without stepping outside of the rules. From a game design perspective the last thing you want is to rely on individual GMs to tell players No to abusive but legal builds.

Back in the glory that was 3.0 for a very brief time you could select feats that would allow a caster to change the energy type of their spells to any kind of energy. Sonic was a very popular choice. You could also select negative energy.

Cleric loaded up with Cause Wound spells. Wizard loaded up with Negative Energy Fireballs. Both of them raising an army of undead. There are reasons Pathfinder is the way it is, and 3.0 is most of them.


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Stumbled upon it by coincidence:

Healer's Handbook, page 6 wrote:

Stoic Caregiver (Cleric Archetype)

(...)
Three-Aspect Channel (Su): At 6th level, a stoic caregiver can channel positive energy to heal and harm simultaneously. When she does so, she restores only 1/2 the usual amount of hit points and deals only 1/2 the usual number of points of damage (or 1/4 on a successful saving throw).

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