Improved Turning
Improved Turning
Pretty simple, greater chance of success and damage against undead when turning undead with this feat, or just greater chance to command undead if evil.
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- Sword Grand Master
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- Joined: Fri Feb 07, 2014 3:08 pm
- Location: On the back of castle oblivion
Re: Improved Turning
At apprentice turn I'm yet to fail at getting off one of the effects coded for. Though I will mention that I've never successfully made an undead target flee from me. I either get the Crazy epic level paladin smite effect on damage, my faith crashes over it and it goes bye bye or I gain its worship.
I think feats like this that only apply to one skill are made redundant because of the skill system. The better you get at turn undead the higher a level of undead you can affect.
Now if we're talking about feats for clerics I would love to see something that lets you use turn undead to channel energy to heal instead, As clerics are missing that at the moment. It would hit the whole room regardless of group as a countermeasure from clerics gaining unreasonable amounts of heal power during combat.
Or well, an altered version of this:
http://www.d20pfsrd.com/feats/general-f ... el---final
Instead of harming outsiders, certain gods that are closer to the flame, or one element or another can have trainers that let you use the turn undead pool to channel their element, Fire for moradin and the gnome forge god as well as maybe lathander, cold for umberlee, electricity for Talos, acid for Talona?
Dunno, just throwing this out there because I've always invisioned a top level cleric as levitating 15 feet of the ground a maelstrum of god channeled energy, devastating everything around him or her as he or she spreads his arms out wide and bends his head back to the sky.
I think feats like this that only apply to one skill are made redundant because of the skill system. The better you get at turn undead the higher a level of undead you can affect.
Now if we're talking about feats for clerics I would love to see something that lets you use turn undead to channel energy to heal instead, As clerics are missing that at the moment. It would hit the whole room regardless of group as a countermeasure from clerics gaining unreasonable amounts of heal power during combat.
Or well, an altered version of this:
http://www.d20pfsrd.com/feats/general-f ... el---final
Instead of harming outsiders, certain gods that are closer to the flame, or one element or another can have trainers that let you use the turn undead pool to channel their element, Fire for moradin and the gnome forge god as well as maybe lathander, cold for umberlee, electricity for Talos, acid for Talona?
Dunno, just throwing this out there because I've always invisioned a top level cleric as levitating 15 feet of the ground a maelstrum of god channeled energy, devastating everything around him or her as he or she spreads his arms out wide and bends his head back to the sky.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: Improved Turning
Kinda think clerics are buffed up enough as it is, best of both worlds sort of thing really. They can heal, they can fly, they take few hits, they light things on fire (for the most part), and they can wield almost any weapon and wear heavy armor. Basically they're magical super soldiers with the way to game is currently... a channeling of godly energy seems like something Imm run during a unique event after large amounts of RP has taken place to set it up.
Not saying it can't be done or wouldn't be cool, just think that level of OP falls into the realm of Imm run and regulated versus code based.
Now, feat list specializations is something we brought up a long time ago and could still happen. Helping clerics specialize into a particular style, like a physician takes all special feats for healing spells or the Inquisitor takes all combat related feats for both fighting and magic. That sort of thing could be done with player input, PM me if you're interested in discussing this last stuff cause I've got some lists written in a notepad about it.
Not saying it can't be done or wouldn't be cool, just think that level of OP falls into the realm of Imm run and regulated versus code based.
Now, feat list specializations is something we brought up a long time ago and could still happen. Helping clerics specialize into a particular style, like a physician takes all special feats for healing spells or the Inquisitor takes all combat related feats for both fighting and magic. That sort of thing could be done with player input, PM me if you're interested in discussing this last stuff cause I've got some lists written in a notepad about it.
I'm a raptor, doin' what I can, gonna eat everything till he appearance of man. Yo yo see me, I'm living below the soil. I'll be back, but I'm comin' as oil.
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- Sword Grand Master
- Posts: 1589
- Joined: Fri Feb 07, 2014 3:08 pm
- Location: On the back of castle oblivion
Re: Improved Turning
A fair point on becoming overpowered but honestly, they already have firestorm and storm of vengeance on their spell list. The different channeling depending on god to me would make specific servants of diff gods better at one thing or another rather than take the class as a whole over the top. Perhaps it could be an alternate to the supplicated objects for coded deities? Since serving one of those is subject to application and its less likely to attract power builders? dunno.Beskytter wrote:Kinda think clerics are buffed up enough as it is, best of both worlds sort of thing really. They can heal, they can fly, they take few hits, they light things on fire (for the most part), and they can wield almost any weapon and wear heavy armor. Basically they're magical super soldiers with the way to game is currently... a channeling of godly energy seems like something Imm run during a unique event after large amounts of RP has taken place to set it up.
Not saying it can't be done or wouldn't be cool, just think that level of OP falls into the realm of Imm run and regulated versus code based.
Now, feat list specializations is something we brought up a long time ago and could still happen. Helping clerics specialize into a particular style, like a physician takes all special feats for healing spells or the Inquisitor takes all combat related feats for both fighting and magic. That sort of thing could be done with player input,
To play a game based on 3.5e dnd, your concep tof game balance already has to be skewed lol
Also, remember that clerics overall don't get as many feat points as fighters or wizards. Introducing one here and there to cover a bunch of things fair enough. I'm not sure its good design to have an entire feat chain involved though. Especially for people who don't really grind up to 50 to get all their points to spend for years and years
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: Improved Turning
I don't have a real understanding of the turning undead issue so I can't really comment on that aspect, but I'd like to throw something else out there:
I do not mind overpowered characters in my game if they are gated and approved properly and then monitored for abuse. I see nothing wrong with a player becoming as powerful as Elminster or a Bandaerl if they put in the time, have shown themselves to be a benefit to the playerbase as a whole, and then go through an epic story arc (which again, involves other players for fun) to gain said power.
Some players here have put in over a decade on the same character. I can't even imagine doing such a thing (I'm too flighty), but there ought to be some reward like that. Especially when those players are not likely to abuse their power to roflstomp pk anyone who looks at them wrong or to roll through every area and twink their buddies.
I am ultimately for "no limits" D&D. Nothing should be easy or just arbitrarily given, but neither should anything be off the table either. The FR pantheon is filled with gods who were once mortals.
I do not mind overpowered characters in my game if they are gated and approved properly and then monitored for abuse. I see nothing wrong with a player becoming as powerful as Elminster or a Bandaerl if they put in the time, have shown themselves to be a benefit to the playerbase as a whole, and then go through an epic story arc (which again, involves other players for fun) to gain said power.
Some players here have put in over a decade on the same character. I can't even imagine doing such a thing (I'm too flighty), but there ought to be some reward like that. Especially when those players are not likely to abuse their power to roflstomp pk anyone who looks at them wrong or to roll through every area and twink their buddies.
I am ultimately for "no limits" D&D. Nothing should be easy or just arbitrarily given, but neither should anything be off the table either. The FR pantheon is filled with gods who were once mortals.