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Alternate Turn Undead Rules
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<blockquote data-quote="Arkhandus" data-source="post: 3529797" data-attributes="member: 13966"><p>1d6 per level is just too potent for turn/rebuke undead with the way you have it.</p><p></p><p>To use a mildly suboptimal example:</p><p>8th-level cleric, 16 Charisma, 2 copies of Extra Turning: 14 turnings per day = 112 d6 of mass healing and mass undead blasting per day, 8d6 per turning, save DC 17</p><p></p><p>Kind of optimal:</p><p>1st-level human cleric, 18 Charisma, 2 copies of Extra Turning: 15 turnings per day = 15 d6 of mass healing and mass undead blasting per day, 1d6 per turning (still enough to maim or destroy common skeletons and zombies), save DC 14</p><p></p><p>To use a much more suboptimal example:</p><p>2nd-level cleric, 13 Charisma, no copies of Extra Turning: 4 turnings per day = 8 d6 of mass healing and mass undead blasting per day, 2d6 per turning, save DC 12</p><p></p><p>The optimal one (barring high levels):</p><p>8th-level human cleric, 22 Charisma (cloak of charisma +2, and +2 from 4th/8th levels), 4 copies of Extra Turning, worn Phylactery of Undead Turning (DMG): 25 turnings per day = 300 d6 of mass healing and mass undead blasting per day, 12d6 per turning, save DC 20</p><p></p><p>So yeah, there are distinct problems with this "I heal all my buddies to nearly full health and horrendously maim or obliterate any undead nearby on my turn" thing.</p><p></p><p>Even if you fix it to 1d6 per 2 cleric levels, it'll still be considerably powerful, and possibly too powerful still (but maybe, just maybe, not). And you should probably eliminate the Phylactery of Undead Turning from your game when using your variant, and maybe even restrict the Extra Turning feat to 1 copy (rather than it's default version of unlimited copies possible).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3529797, member: 13966"] 1d6 per level is just too potent for turn/rebuke undead with the way you have it. To use a mildly suboptimal example: 8th-level cleric, 16 Charisma, 2 copies of Extra Turning: 14 turnings per day = 112 d6 of mass healing and mass undead blasting per day, 8d6 per turning, save DC 17 Kind of optimal: 1st-level human cleric, 18 Charisma, 2 copies of Extra Turning: 15 turnings per day = 15 d6 of mass healing and mass undead blasting per day, 1d6 per turning (still enough to maim or destroy common skeletons and zombies), save DC 14 To use a much more suboptimal example: 2nd-level cleric, 13 Charisma, no copies of Extra Turning: 4 turnings per day = 8 d6 of mass healing and mass undead blasting per day, 2d6 per turning, save DC 12 The optimal one (barring high levels): 8th-level human cleric, 22 Charisma (cloak of charisma +2, and +2 from 4th/8th levels), 4 copies of Extra Turning, worn Phylactery of Undead Turning (DMG): 25 turnings per day = 300 d6 of mass healing and mass undead blasting per day, 12d6 per turning, save DC 20 So yeah, there are distinct problems with this "I heal all my buddies to nearly full health and horrendously maim or obliterate any undead nearby on my turn" thing. Even if you fix it to 1d6 per 2 cleric levels, it'll still be considerably powerful, and possibly too powerful still (but maybe, just maybe, not). And you should probably eliminate the Phylactery of Undead Turning from your game when using your variant, and maybe even restrict the Extra Turning feat to 1 copy (rather than it's default version of unlimited copies possible). [/QUOTE]
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