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<blockquote data-quote="Jeremy" data-source="post: 150494" data-attributes="member: 4036"><p><strong>Brother Joachim "Liches are my Bitches" Smackdown</strong></p><p>Originally posted by Carpe DM</p><p></p><p><em>Editor’s Note: I can’t post the original post, and the subsequent fixes, so I’ll just post the <strong>closest</strong> version to a corrected maximized version. Please see the original post for detailed analysis.</em></p><p></p><p>Using your 11th Level example, we have: Clr 6/Radiant Servant of Pelor 5</p><p></p><p>TURNING CHECK:</p><p></p><p>+3 (consecrate. +6 if you use the shrine / haversack trick)</p><p>+10 (heighten--notice I'm not using the whole bit, just enough to get +19)</p><p>+6 (charisma)</p><p>+2 (glory)</p><p>-2 (empower)</p><p>---</p><p>+19 to turn check. This guarantees a +4.</p><p></p><p>Then we calculate effective level.</p><p></p><p>EFFECTIVE LEVEL: </p><p></p><p>+4 (turning check result)</p><p>+2 (sacred armor)</p><p>+2 (sacred shield)</p><p>+4 (amulet of turning)</p><p>+4 (rod of authority)</p><p>+11 (level)</p><p>---</p><p>27, effective level. So, the smack will destroy anything of 27th level or less.</p><p></p><p>Finally, we do turning damage. Effective level does NOT plug into turning damage, but cleric / turning prestige class levels do. And since those magic items which added to effective level also add to damage, we count them again. Note that the turning check bonus to effective level DOESN'T seem to carry across. It simply says to add your level, not your effective level.</p><p></p><p>+2 (Sacred armor)</p><p>+2 (Sacred shield)</p><p>+4 (rod of authority)</p><p>+4 (amulet of turning)</p><p>+11 (level)</p><p>+6 (charisma: I know you used +9; this is adjustable)</p><p>-10 (heighten)</p><p>+2d6 (base)</p><p>+2d6 (empower)</p><p>+1d6 (glory)</p><p>---</p><p>5d6 + 19, for an average of 19+ 17.5 = 36.5.</p><p></p><p>Note that this framework would only be used if the cleric were trying to wipe out a very high level monster (27 hit dice) and didn't care about damage.</p><p></p><p>If we were going after our average 11th level monster, you'd drop the heighten turning, and go for the gusto on the turning damage. In that case you'd do 5d6 + 29= 17.5 + 29 = 46.5 turning damage of hit dice.</p><p></p><p>best,</p><p></p><p>Carpe</p></blockquote><p></p>
[QUOTE="Jeremy, post: 150494, member: 4036"] [b]Brother Joachim "Liches are my Bitches" Smackdown[/b] Originally posted by Carpe DM [i]Editor’s Note: I can’t post the original post, and the subsequent fixes, so I’ll just post the [b]closest[/b] version to a corrected maximized version. Please see the original post for detailed analysis.[/i] Using your 11th Level example, we have: Clr 6/Radiant Servant of Pelor 5 TURNING CHECK: +3 (consecrate. +6 if you use the shrine / haversack trick) +10 (heighten--notice I'm not using the whole bit, just enough to get +19) +6 (charisma) +2 (glory) -2 (empower) --- +19 to turn check. This guarantees a +4. Then we calculate effective level. EFFECTIVE LEVEL: +4 (turning check result) +2 (sacred armor) +2 (sacred shield) +4 (amulet of turning) +4 (rod of authority) +11 (level) --- 27, effective level. So, the smack will destroy anything of 27th level or less. Finally, we do turning damage. Effective level does NOT plug into turning damage, but cleric / turning prestige class levels do. And since those magic items which added to effective level also add to damage, we count them again. Note that the turning check bonus to effective level DOESN'T seem to carry across. It simply says to add your level, not your effective level. +2 (Sacred armor) +2 (Sacred shield) +4 (rod of authority) +4 (amulet of turning) +11 (level) +6 (charisma: I know you used +9; this is adjustable) -10 (heighten) +2d6 (base) +2d6 (empower) +1d6 (glory) --- 5d6 + 19, for an average of 19+ 17.5 = 36.5. Note that this framework would only be used if the cleric were trying to wipe out a very high level monster (27 hit dice) and didn't care about damage. If we were going after our average 11th level monster, you'd drop the heighten turning, and go for the gusto on the turning damage. In that case you'd do 5d6 + 29= 17.5 + 29 = 46.5 turning damage of hit dice. best, Carpe [/QUOTE]
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