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Reinventing the Adepts
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<blockquote data-quote="hong" data-source="post: 163045" data-attributes="member: 537"><p>Thanks!</p><p></p><p>The turn resistance is almost mandated by the pathetic HD a lot of fiends have. A CR 17 marilith has 9 HD, for instance (it has lots of special abilities to make up for it, but they don't count when it comes to turning). Having a six-armed harbinger of destruction running away from a mid-level priest tends to do bad things for their mystique, not to mention game balance. In fact, the turn resistance could possibly be even higher than +5; the number isn't settled yet.</p><p></p><p>I made the turn fiends ability high level partly so that mid-level priests couldn't turn mariliths, and also so that there would be a significant tradeoff when it comes to taking a prestige class. Someone who takes a PrC is (usually) giving up the top 10 levels of advancement, and there should be something in there that balances out what the PrC gives.</p></blockquote><p></p>
[QUOTE="hong, post: 163045, member: 537"] Thanks! The turn resistance is almost mandated by the pathetic HD a lot of fiends have. A CR 17 marilith has 9 HD, for instance (it has lots of special abilities to make up for it, but they don't count when it comes to turning). Having a six-armed harbinger of destruction running away from a mid-level priest tends to do bad things for their mystique, not to mention game balance. In fact, the turn resistance could possibly be even higher than +5; the number isn't settled yet. I made the turn fiends ability high level partly so that mid-level priests couldn't turn mariliths, and also so that there would be a significant tradeoff when it comes to taking a prestige class. Someone who takes a PrC is (usually) giving up the top 10 levels of advancement, and there should be something in there that balances out what the PrC gives. [/QUOTE]
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