2 questions... turning and criticals

Lamoni

First Post
I am playing a Paladin and was trying to do the math to figure out my effective turning ability compared to our party's Cleric. I just wanted to post here to see if I was right.

We are level 10, I have a +5 modifier to Charisma while the Cleric has +0. That means, with my effective cleric level of -3, I would on average roll 2 higher than the cleric. According to the following table that would put me about one category above the cleric.

Check Result, Most Powerful Undead Affected (Maximum Hit Dice)
0 or lower, Cleric’s level – 4
1–3, Cleric’s level – 3
4–6, Cleric’s level – 2
7–9, Cleric’s level – 1
10–12, Cleric’s level
13–15, Cleric’s level + 1
16–18, Cleric’s level + 2
19–21, Cleric’s level + 3
22 or higher, Cleric’s level + 4

However, does my effective cleric level come into play again here? So while the cleric on average would affect up to a level 10 undead (Cleric's level), I could only affect up to a level 8 undead (effective cleric level +1) That means that in order to affect equal undead, I'd have to have a charisma modifier 12 greater than the Cleric. Is this correct?

I realize that in determining the turning damage, my rolls will be higher so I will just reserve my turning ability for when we come across lots of small undead.

Question #2. In determining critical damage, is everything multiplied? If I use smite evil and power attack to give +20 to my damage and score a critical with an X3 weapon, does that translate to +60?
 

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Lamoni said:
Question #2. In determining critical damage, is everything multiplied? If I use smite evil and power attack to give +20 to my damage and score a critical with an X3 weapon, does that translate to +60?

Everything that is not expressed as bonus dice.

Smite Evil and Power Attack both add a number to your damage; they are multiplied.

A Sneak Attack, however, adds (for example) +3d6 damage - those d6 are bonus dice, and are not multiplied. Rhino Hide armor in 3.5 adds +2d6 damage; this damage is not multiplied. A Flaming weapon adds +1d6 damage; this is not multiplied.

Weapon Specialization adds +2 damage. No dice, so the +2 is multiplied just fine. A +3 longsword adds a +3 enhancement bonus to damage. No dice, so the +3 is multiplied.

Make sense?

-Hyp.
 

Lamoni said:
I realize that in determining the turning damage, my rolls will be higher so I will just reserve my turning ability for when we come across lots of small undead.

While it's probably not where you want to spend your feats, have a look at the Heighten Turning feat in Defenders of the Faith. It lets you subtract a number from your Turning Damage, and add it to your Turning Check.

-Hyp.
 

Hypersmurf said:
While it's probably not where you want to spend your feats, have a look at the Heighten Turning feat in Defenders of the Faith. It lets you subtract a number from your Turning Damage, and add it to your Turning Check.

-Hyp.
If I recall correctly, there is also a second feat in it that increases your turning damage and gives a penalty to the turning check. I am not sure if you can combine them, but if, you effectively gain 2d6-2 points of extra turning damage without a penalty to your turning check. :)

Mustrum Ridcully
 

Mustrum_Ridcully said:
If I recall correctly, there is also a second feat in it that increases your turning damage and gives a penalty to the turning check.

Empower Turning. You can also get it 'free' by using a Greater Holy Symbol.

It doesn't state you can't use both in DotF (though I haven't checked the DotF FAQ) - since you're spending two feats to do it and it doesn't specify otherwise, I'd be inclined to let it work.

-Hyp.
 

Lamoni said:
Question #2. In determining critical damage, is everything multiplied? If I use smite evil and power attack to give +20 to my damage and score a critical with an X3 weapon, does that translate to +60?

Remember that you don't really multiply, you roll the damage the appropriate number of times, ie
Good -> 3d8+60
bad -> 3*(1d8+20)

Of course, for the modifier, it doesn't change a thing.

Slim
 

Hypersmurf said:
While it's probably not where you want to spend your feats, have a look at the Heighten Turning feat in Defenders of the Faith. It lets you subtract a number from your Turning Damage, and add it to your Turning Check.
I don't think that I'll have any extra feats to spare in this campaign, but that is good to know... especially if a Paladin ends up being the only person able to turn. Although I believe that Cleric is the class that is almost always included in any party.
Everything that is not expressed as bonus dice.

Smite Evil and Power Attack both add a number to your damage; they are multiplied.

A Sneak Attack, however, adds (for example) +3d6 damage - those d6 are bonus dice, and are not multiplied. Rhino Hide armor in 3.5 adds +2d6 damage; this damage is not multiplied. A Flaming weapon adds +1d6 damage; this is not multiplied.

Weapon Specialization adds +2 damage. No dice, so the +2 is multiplied just fine. A +3 longsword adds a +3 enhancement bonus to damage. No dice, so the +3 is multiplied.
Thanks, that clears it up for me. I just rolled a few critical hits last session while smiting evil and power attacking... unfortunately it was against undead so they weren't really critical hits, but it just made me wonder.
 

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