| BigNorseWolf |
Hello, My name is Walter
I found this feat (blazing channel) for my cleric of Sarenrae.
But i don't understand how much damage undead take each round.Thanks for your help :)
Benefit: When you use your Turn Undead feat, undead failing their saving throw are engulfed in holy fire. This functions identically to catching on fire (Core Rulebook 444), but the damage dealt is divine (like the divine damage from flame strike) rather than fire. Water cannot extinguish this holy fire, but any negative energy effect that heals the creature of at least 5 points of damage extinguishes the flames instantly.
If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
So 1d6 points of damage per round, maybe. Kinda meh for a feat.
This is more of a rules question than a PFS question, your post may get shuffled. Brace for impact.
| Fabian Stretton |
It's actually better than you think. If they fail, they are panicked
- No ability for a reflex save
- No ability to roll on the ground for a +4 reflex save
They take a d6 per round until the panic wears off
So non-intelligent undead burn for 10mr minimum (Basic turn period)
Intelligent undead get a will save/rd So
Rd 1 = fail and burn (1d6)
Rd 2 = Pass and burn (1d6) = minimum of 2d6
Rd 3 = Dx save to stop burning. Fail = +1d6 more, etc.
So - they need to make 2 saves on subsequent turns to stop burning
For mindless undead it's a basic 10d6 flat with no way out.
| Fabian Stretton |
Hello, My name is Walter
I found this feat (blazing channel) for my cleric of Sarenrae.
But i don't understand how much damage undead take each round.Thanks for your help :)
It's actually better than you think. If they fail, they are panicked
- No ability for a reflex save- No ability to roll on the ground for a +4 reflex save
They take a d6 per round until the panic wears off
So non-intelligent undead burn for 10mr minimum (Basic turn period)
Intelligent undead get a will save/rd So
Rd 1 = fail and burn (1d6)
Rd 2 = Pass and burn (1d6) = minimum of 2d6
Rd 3 = Dx save to stop burning. Fail = +1d6 more, etc.
So - they need to make 2 saves on subsequent turns to stop burning
For mindless undead it's a basic 10d6 flat with no way out.
| MrCharisma |
Where are you getting that they can't put it out by rolling on the ground or trying to put it out? The only thing the feat says doesn't work is water. since it works like catching on fire they'd get a saving throw each round too.
Well ...
Benefit(s): When you use your Turn Undead feat, undead failing their saving throw are engulfed in holy fire.
So let's see what turn undead says:
...cause all undead within 30 feet of you to flee, as if panicked.
What does Panicked do?
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions.
So there you have it.