Allowing Pact Servant with the Asmodean Advocate Archetype


Pathfinder Society

4/5

Is there any way that that faith trait could be allowed with the Asmodean Advocate archetype? I really like the flavor and idea behind an Asmodean Advocate. However for PFS being a negative channel cleric has major drawbacks and you loose most of the effectiveness as a cleric. I know the archetype can be over powering/allow some odd things if it is blanket approved, but can PFS allow it under the stipulation that it can only be used with the cleric archetype?

The Exchange 4/5

Any sources for these? Not sure what they do and there be a lot of sources now.

4/5

Jeff Morse wrote:
Any sources for these? Not sure what they do and there be a lot of sources now.

Asmodean Advocate - Pathfinder Player Companion - Dirty Tactics Toolbox (pg 16)

Pact Servant - Pathfinder Campaign Setting - Distant Shores (pg 23)

Pact Servant lets you treat Asmodeus as LN for purposes of divine spell casting (aka you can pick how you channel)

Please note that above I state that the archetype can be overpowering, however it should read the trait instead.

Liberty's Edge 2/5 5/5

Pathfinder Starfinder Adventure Path Subscriber

Im not sure that you really need this archetype for PFS. You can already have a negative energy cleric; I actually have one that worships Abadar. If you wanted to, you could have a LN cleric that worships Asmodeus.

4/5

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Michael Monn wrote:
Im not sure that you really need this archetype for PFS. You can already have a negative energy cleric; I actually have one that worships Abadar. If you wanted to, you could have a LN cleric that worships Asmodeus.

The thing is I want a positive channeling cleric of Asmodeus

Liberty's Edge 1/5

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Hi David. I hope you can get your request approved.

In the meantime, my friend had a similar problem when he was making his Asmodean Advocate. His solution was to take Channel Force (he had an Aasimar boon). Without a race boon, Channel Ray is the alternative. A bit worse; can miss, but can crit. Now this is more of a band-aid than a real cure. Still, it makes Negative Channel not-useless/less-useless and you can actually make use of it without killing your party.

Liberty's Edge 2/5 5/5

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Pathfinder Starfinder Adventure Path Subscriber
Simon Dragonar wrote:

Hi David. I hope you can get your request approved.

In the meantime, my friend had a similar problem when he was making his Asmodean Advocate. His solution was to take Channel Force (he had an Aasimar boon). Without a race boon, Channel Ray is the alternative. A bit worse; can miss, but can crit. Now this is more of a band-aid than a real cure. Still, it makes Negative Channel not-useless/less-useless and you can actually make use of it without killing your party.

You can use negative channel quite effectively within a party by simply getting Selective Channel feat. I get it that positive channel is nice to heal, but a nice AOE damage is also very effective. Just ask the PFS characters that accompanied my cleric in the Emerald Spire.

Liberty's Edge 1/5

Negative Channel would work well with Selective Channel if it was not Charisma-capped. Wisdom is still your primary as a Cleric, and you would need a bare minimum of 16 Charisma to select out your party if they're within 30'. The PFS group cap is 6, sometimes 7. That is 20 or 22 Charisma to guarantee you don't hit someone on your team. There's also little Timmy the innocent bystander... :(

4/5 5/5

If feats are an issue but money isn't, a Malleable Symbol (from Ultimate Equipment) works wonders.

5/5 *****

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Simon Dragonar wrote:
Negative Channel would work well with Selective Channel if it was not Charisma-capped. Wisdom is still your primary as a Cleric, and you would need a bare minimum of 16 Charisma to select out your party if they're within 30'. The PFS group cap is 6, sometimes 7. That is 20 or 22 Charisma to guarantee you don't hit someone on your team. There's also little Timmy the innocent bystander... :(

Along with any animal companions and/or familiars.

Liberty's Edge 1/5

andreww wrote:
Along with any animal companions and/or familiars.

Thank you. I knew I was forgetting something.

Liberty's Edge 2/5 5/5

Pathfinder Starfinder Adventure Path Subscriber

Pfft I usually get to exclude 3 people. If there are more than 3 in the radius then they deserve to go. =)

Liberty's Edge 1/5

Michael Monn wrote:
Pfft I usually get to exclude 3 people. If there are more than 3 in the radius then they deserve to go. =)

¡Ay, caramba! Fair enough. :) As I mentioned though, I'd probably get Channel Ray if I made my own Negative Channeler. Or Channel Force, if I was lucky enough to have an Aasimar Chronicle on hand.

1/5

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Michael Monn wrote:
Pfft I usually get to exclude 3 people. If there are more than 3 in the radius then they deserve to go. =)

That's all fine and dandy, but this is PFS.

If one of the players you can't exclude says that they don't want you to channel and hurt them, and you can't convince one of your three excludes to take it, you can't do it. It's that simple.

Liberty's Edge 2/5 5/5

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Pathfinder Starfinder Adventure Path Subscriber
bigrig107 wrote:
Michael Monn wrote:
Pfft I usually get to exclude 3 people. If there are more than 3 in the radius then they deserve to go. =)

That's all fine and dandy, but this is PFS.

If one of the players you can't exclude says that they don't want you to channel and hurt them, and you can't convince one of your three excludes to take it, you can't do it. It's that simple.

I wouldn't consider it PVP if it is just something that is unavoidable, like Murderous Command.

1/5

It doesn't matter. Staying within "healing distance" of the cleric is actually quite common, even if they can only channel negative. They can activate wands, and usually have one.
And if you're a channeling-focused cleric, it's more than likely that you're not a combat cleric. In which case the melee characters staying within 30 feet of you is almost a given.

Actively hurting any party member through your direct, willing actions is PVP, and I have never had any negative channeler allowed to channel negative when someone said no.

Edit: also, it is avoidable. By you not being allowed to do it. It's like the wizard's fireball. If a party member in the blast says no, even one, then it's a no go. Can't happen. The same goes for your channel.

5/5 *****

bigrig107 wrote:
Actively hurting any party member through your direct, willing actions is PVP, and I have never had any negative channeler allowed to channel negative when someone said no.

This is absolutely not what the PvP section of the Guide actually says.

1/5

Well, yeah. It actually goes along the lines of "don't use your PC to kill another players' PC".

But if the person says they don't want you to perform an AOE that will hurt them (even if there's a safe for half/none), then they can't.
I don't think anyone thinks that you can damage a PC without their permission, no?


I could swear the example from the guide dealt with unconscious characters, not never damaging another player character. I am not mean, but if you continually get in the boomcaster's AoE radius or stand in a cavalier's charge path, you might need to learn a lesson in teamwork. Or in how the trample rules work. Honesty, the her extreme is to saysay no team damage at all then to sit back and watch the trolls deliberately stop your playstyle. Either way Don'T
Be a jerk still applies.

Grand Lodge 3/5

Expect plenty of table variation on when and where you can channel negative energy. From discussions I have heard it can range anywhere from "you can't do it if it will hurt any member of the team" to "As long as you don't kill a PC you are fine"

There is certainly some grey area on what the rule means and that means asking the GM if you plan on channeling negative energy a lot. I think most will fall somewhere between those two extremes, with "as long as the players you will hurt are OK with it then go ahead" being the majority answer.

5/5

Make an Asmodeus worshiping life oracle.
4 skills/level and high charisma will probably come out about the same.
Eldritch heritage (Arcane) gets you a viper familiar.
Pick say haunted to get some trickery domain like spells (or another curse if you prefer Tongues:infernal seems appropriate, in combat you only speak legalese)

Paizo Employee 4/5 Pathfinder Society Lead Developer

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There continue to be no plan to introduce the Pact Servant faith trait into the organized play campaign. Others here have suggested some fun alternatives if you're interested in an Asmodean with a knack for healing others.

4/5

John Compton wrote:
There continue to be no plan to introduce the Pact Servant faith trait into the organized play campaign. Others here have suggested some fun alternatives if you're interested in an Asmodean with a knack for healing others.

The only real option that has been given was a Life Oracle, however that defeats the two things I actually wanted to do. I was looking for

A) A cleric
B) the Asmodean Advocate archetype

My goal wasnt a follower of Asmodeus, but rather the fairly cool archetype that is PFS legal, (Allows profession Barrister as both Diplomacy and Bluff, you get a familiar and improved familiar for free) and to fill the role as a healer. (I have some good RP ideas for this) If you take a oracle you loose both the skill differences, free familiar, and the whole RP side just tanks in regards to quality. My question about Pact Servant, why not allow it in a limited case (Make the archetype mechanically feasible for PFS play since negative channeling clerics rarely actually work). Make the wording apply to a single archetype in PFS and see how it works?

3/5

David Birchbauer wrote:
My question about Pact Servant, why not allow it in a limited case

Because paladins.

This helpful message brought to you by your friends at Team Evil™.

Paizo Employee 4/5 Pathfinder Society Lead Developer

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TimD wrote:
David Birchbauer wrote:
My question about Pact Servant, why not allow it in a limited case
Because paladins.

That's certainly one reason.

As I recall writing once before (can't find it now, so I might have merely discussed it in person with someone), there are two other key considerations. The first is that every alignment step a divine spellcaster is away from her deity, the more a departure it is from that deities core values. This causes issues for a paladin, certainly, but it has a significant impact on other characters, too. No doubt in a home game the GM and player can walk that fine line in a mutually agreeable fashion. I, however, am concerned how this trait would impact the setting integrity in the context of the organized play campaign.

Second, when it comes to certain esoteric character options (e.g. distant races, weird technology, etc.) I prefer to hold back on some of it until there can be an adventure that portrays that character option in play. In a recent interview, I used the example of catfolk, noting that once we come up with a good scenario idea that involves one or more key catfolk NPCs, that would help integrate that race as a player option.

4/5

TimD wrote:
David Birchbauer wrote:
My question about Pact Servant, why not allow it in a limited case

Because paladins.

This helpful message brought to you by your friends at Team Evil™.

Please note that the exception that I was envisioning was for a specific archetype of a cleric. Nothing to do with paladins. If the trait was restricted to only apply to cleric energy channeling abilities (which in this case it would, since you still have to be within 1 step of your deity aka LN) for PFS. As I read it you would still follow an evil deity, but for cleric purposes (read channeling) they are neutral, but for everything else they are considered evil still.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

1. Pact servant may not do what you want.

Pact Servant wrote:


Your faith focuses on finding the good in unusual places and appreciating the nuances of virtue in the world.

Benefit You may treat Asmodeus as if he were a lawful neutral deity for the purposes of determining your own alignment as a cleric, inquisitor, or other divine spellcaster. You may not select the evil domain unless your own alignment also contains an evil aspect.

It says treat Asmodeus as if he were a lawful Nuetral when determining your own alignment. So you would be a good cleric of an evil deity. good clerics channel positive, clerics of evil deities channel negative. There are no rules for what a good cleric of an evil deity channels, it would come down to GM ruling. I would say that Asmodeus, as an evil deity, cannot grant channel postive, so you would either channel negative or lose channeling all together.

Anyway, onwards.

David Birchbauer wrote:
John Compton wrote:
There continue to be no plan to introduce the Pact Servant faith trait into the organized play campaign. Others here have suggested some fun alternatives if you're interested in an Asmodean with a knack for healing others.
My goal wasnt a follower of Asmodeus, but rather the fairly cool archetype that is PFS legal, (Allows profession Barrister as both Diplomacy and Bluff, you get a familiar and improved familiar for free) and to fill the role as a healer. (I have some good RP ideas for this)

Translation: There is this really cool archtype, that grants these really cool powers. And the only price is that you have to follow Asmodeus. I want the powers, but I don't want to have to pay the price.

3/5

I apparently failed my Profession (Paizo Board Lurker) check on this one.

David, to piggy-back on what John's response was to my tongue-in-cheek comment about paladins, keep in mind that any time Paizo opens "specific exceptions" such as the one you are referring to, the law of unintended consequences rears its ugly head. This trait in particular was likely intended mostly innocuously so that there could be good people legitimately worshiping an evil deity due to the deceptive nature of said deity. It devolved to a "ha ha paladins of Asmodeus" thread, much to the dismay of the person who wrote the trait.

For the record, I agree it's a neat archtype. I wrote my -66 around it :). I just don't think you're going to manage to shoehorn in a healing cleric of Asmodeus around it, especially as Jared notes, it doesn't actually affect the actual alignment of the deity, it only allows you to worship a deity that your alignment would normally prohibit.

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