Uncommon Energy Types


Advice and Rules Questions


Recently, I've been seeing a number of creatures and weapons that deal Plasma (Half Fire/Half Elec) damage, and it got me thinking... are there any other uncommon types of energy, particularly hybrids, that have been published and given their own names? I'm kind of interested in building a complete list of things like that - it might come in handy for spicing up some enemies and whatnot. XD


Frostfire?


Our GM composed a 'list that she uses to even out damage by tiers of frequency. The first tier are the 'big six', the four Elements and positive/negative. Nothing special, stock rules.

The second are mixed elemental energies (nothing with opposing elements), force, sonic and some that cross planes and other barriers. These have an array of 'adjustments', sonic stinks on damage, but deafens with great efficiency. Reworks of the first tier are usually lethal on saving throws, greater in area, persistent, etc., most duplications of published feats. The spells are generally bumped up slotwise, some as much as the base feat, but I'm not sure on the monster powers. Others at this level have save adjustments or other quirks, but all drop a die size at least. Some require special feats to use. My favorite is a seeking bump that switches the reflex save to Fort. Rogue splatter!

The only one I 'know' on the third is 'void' (-1 damage die size, lowest save with NO ability bonus on the save) and I will never qualify for it (much better options available before I get there!). We are just beginning to see these at levels 6-10 and have only encountered Void, Inferno (low damage, but rough against saves and SR), Rigor (wrong name, sry, petrification with life drain!) and Shearing (force energy that 'slices and dices based on Fort, but stopped by other force effects). The last was an effect on a razor clawed draconic badger from heck. Best waste of a Shield spell I ever did. (Campaign, the shield spell only give an AC bonus to x, but treats the actual armor as force, allowing the Ftr to not be shredded by the darn thing).

She only has the 3 levels, defined partially by frequency and partially by 'level'. Personally, I think we ran into the third tier a bit early, average party level was 7+.

Edit: Shadow 'damage' is in tier 2, as are intensified P/N energy. Shadows (monsters) aren't really 'evil' or strongly undead, but more life draining, think a less murderous version of Stormbringer. They steal life that then leeches out into the Shadow World.


Hm... sounds like a lot of normal elements, but with varied effects on them. That could be useful, too, if I really want to go down the rabbit hole... XD


There is also hellfire damage, half fire and half unholy. The fire half can be reduced as normal but the unholy half cannot be reduced but it is cancelled by protection from evil, it also does double damage against good creatures


I've seen that one - and a Soulfire version, too, as the good equivalent.


I've seen a few examples of positive energy harming living targets, cant recall where though. does that count as unusual?
something about disrupting the normal flow in a being.


Well, the Positive Energy Plane sometimes makes people explode from having too much life energy.

That's an unusual effect, though, rather than being a rarer type of energy. XD Unusual would be more like, say, some kind of blast of steam that's half fire (from the heat of the water) and half bludgeoning (from the impact). Pathfinder mostly discourages energy types that don't fit into the core categories - it's a balance thing - but interesting hybrids do exist.


Boiling water does scalding damage, not fire.


A really rare one is the channel energy effect from the Elder Mythos Cultist archetype for the Cleric. It is neither positive nor negative energy. As far as I'm aware, this is the only place this energy type exists.

"Channel the Void (Su): At 1st level, when an Elder Mythos cultist channels energy, he taps into the unthinkable void between the stars. This is similar to channeling negative energy, but instead of healing undead, this blast of energy harms and devours living beings, corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems). This is not negative energy damage; instead, the damage manifests in the form of wounds from supernatural deterioration and rot. A creature that would take damage from this energy can attempt a Fortitude save to halve the damage, rather than a Will save. At 8th level, a creature that both fails the Fortitude save and would be killed or destroyed by this effect is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. This ability still counts as channel energy, but it counts as neither positive nor negative energy specifically (for example, the Elder Mythos cultist couldn’t take the Turn Undead or Command Undead feat). For the purposes of feats that require channel energy but refer to what happens if the character channels positive or negative energy, this ability alters the listed effect for negative energy. For instance, an Elder Mythos cultist could use annel Smite to damage living or fleshy creatures with his melee attack."


GM Rednal wrote:
Hm... sounds like a lot of normal elements, but with varied effects on them. That could be useful, too, if I really want to go down the rabbit hole... XD

I understand, it's been in game for a decade at least. Checking my notes, there are 28 types I have encountered in game: the 5 listed at L3, the CORE 6 at L1 and 17(!) L2. Three of them are 'stone' effects involving rocks falling or falling on sharp rocks, Medusa level 'stoning' and semi-slow/petrify (wears off). As a Changeling Universalist Wizard, I can't use about half of them (racial or divine restrictions). Some require feats I have better choices for (I get to have a floating slot at each level, but it will eat a feat per level, you have to stack).

And a correction: The seeking bump is a Rod, not an effect.

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