Strife2002
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So I'm running Rise of the Runelords...
Channel Force
Your channel is bolstered by your faith, allowing you to move and damage your foes.
Prerequisites: Aasimar, channel energy 2d6.
Benefit: When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, if that single target fails its saving throw, you may pull or push (Pathfinder RPG Bestiary 303) the target up to 5 feet for every 2d6 points of channel energy damage you are capable of dealing.
Note the text I bolded and italicized above. The Bestiary says that for pull and push, it's a CMB check. Does this mean that in order for this ability to work, the target must fail the initial saving throw, AND the user has to beat their CMD? That sends a red flag to me since that's like 2 lines of defense preventing this from happening. Or is it simply if the target fails their save and the pull/push is automatic, maybe?
Murdock Mudeater
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Ignore the CMB and CMD, they just mean it counts as pull/push for how it resolves. So if the creature is immune or resistant to pull/push moves, they'd apply here.
Pull and push don't make the target provoke while moving like this.
Plus you can't use pull/push to make the target collide with things.
Pull/push also doesn't affect creatures larger than the one generating the effect. So if your Nualia is medium, then she can only push/pull medium and smaller creatures with this ability.
The effect is pretty limited, and is best paired with abilities that capitalize on the target getting closer or being further away (like swallow whole, or if their are traps already placed in the battlefield).
thistledown
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There's no CMB check on it. If they fail the will save, they get moved. It's also useful as an extreme version of selective channeling, as it makes it single target until you get further in the feat chain.
It combines well with a reach weapon, so on your turn you push them away, then they provoke when they walk back. But you need to use one of the many tricks available to get a holy symbol that doesn't take a hand.
Also good for bringing that annoying archer/caster into melee range with your fighters. Or grounding a flyer.