Powers: Channel Energy
"Traditional" fantasy clerics usually at least somehow interact with the undead. In D&D clerics can turn or rebuke undead. This ability can easily be represented with the True Faith advantage, Turn Zombie spell from GURPS Magic or GURPS Thaumatology - Sorcery. But in Pathfinder RPG clerics channel positive or negative energy, depending on their alignment. This energy heals the living and harms the undead or vice versa. Since there's no positive energy or negative energy damage type in GURPS, such abilities are more tricky to build than usual.
Channel Positive Energy [86]
You have the ability to heal
living creatures and damage the undead by channeling positive energy. To
activate your power, concentrate for one second and make an IQ roll. On a
success, you can
heal 2
HP per 1 FP used to activate this power (up to the maximum of 2 FP) to all
living creatures within 2 yards of you, including yourself. Failure costs 1d FP, but you can try again;
critical failure also causes the living recipients 1d damage. Even 1 HP of healing
will stop bleeding.
Roll at -2 if there is an
unconscious living creature within the area of effect. If used more than once
per day on a given subject, apply a cumulative -3 per successful healing on
that subject. This penalty accumulates until a full day has passed since the most
recent healing.
In addition, you deal 1d toxic
damage to every undead creature (corporeal or not) in the area.
Statistics: Healing (Injuries Only, -20%; Affects Self, +50%; Cannot
restore crippled limbs, -10%; Capped, 2 FP, -25%; Xenohealing, Anything Alive, +80%;
Area Effect, 2 yards, +50%; Emanation, -20%; Link, +10%; No Signature, +20%; Divine,
-10%) [68] + Toxic Attack 1d (Affects Insubstantial, +20%; Undead Only, -30%;
Area Effect, 2 yards, +50%; Emanation, -20%; Link, +10%; Cosmic, Irresistible
Attack, +300%; No Signature, +20%; Requires IQ Roll, -10%; Divine, -10%) [18].
Channel Negative Energy [47]
You have the ability to heal
undead creatures and damage the living by channeling negative energy. To
activate your power, concentrate for one second and make an IQ roll. On a
success, you can
heal 2
HP per 1 FP used to activate this power (up to the maximum of 2 FP) to all
undead creatures within 2 yards of you, including yourself. Failure costs 1d FP, but you can try again;
critical failure also causes the living recipients 1d damage. Even 1 HP of
healing will stop bleeding.
Roll at -2 if there is an
unconscious undead creature within the area of effect. If used more than once
per day on a given subject, apply a cumulative -3 per successful healing on
that subject. This penalty accumulates until a full day has passed since the
most recent healing.
In addition, you deal 1d toxic damage to every
living creature (corporeal or not) in the area.
Statistics: Healing (Injuries Only,
-20%; Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 2 FP,
-25%; Only affects undead, -50%; Area Effect, 2 yards, +50%; Emanation, -20%;
Link, +10%; No Signature, +20%; Divine, -10%) [29] + Toxic Attack 1d (Affects
Insubstantial, +20%; Living creatures, -10%; Area Effect, 2 yards, +50%;
Emanation, -20%; Link, +10%; Cosmic, Irresistible Attack, +300%; No Signature,
+20%; Requires IQ Roll, -10%; Divine, -10%) [18].
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