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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative Turning Mechanic, part 2
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<blockquote data-quote="Nail" data-source="post: 1278969" data-attributes="member: 224"><p>I'm still playing with this. In part, I'd like the turning mechanic to be de-powered, but broadened. Using core rules, turning is a one-dimensional mechanic, only useful against one type of creature...and against that type, it's <span style="color: Yellow">blindingly</span> useful. Even required. Bleh.</p><p></p><p>So my core idea is to change the power to "Divine Chanelling", and allow the cleric bonus feats to decide how to use that power. Much like the wizard, I'd start the cleric out with one bonus feat at first level, then one more feat every 5th level. The core mechanic would be that the cleric sets the DC to resist whatever the effect is by: DC = 10 + 1/2 Clr lvl + Cha</p><p></p><p>Some of the feats would be, in summary:</p><p></p><p><strong>Keep at Bay</strong>: UD must succeed at a Will save to get closer than 10 to the cleric, or melee attack anyone within that radius. Lasts 1 minute per level.</p><p></p><p><strong>Turn/Rebuke UD</strong>: 30' cone, otherwise the same effect as present. Lasts 1 round per level. The mechanic, OTOH, would be a Will save for each UD affected, and no chance to destroy/command. That's another feat. </p><p></p><p><strong>Destroy/Command UD</strong>: As Turn/Rebuke above, except that the cleric may either destroy (good) or command (evil). Prereq of Turn or Rebuke, of course. Only one attempt on any given UD per 24 hour period.</p><p></p><p><strong>Castigate UD</strong>: 30' radius burst, Will save or -1 to all attacks, saves, and skill checks. Only one attempt on any given UD per 24 hour period.</p><p></p><p>.....and there would be other feats, not UD specific, like "Sacred Summoning", "Divine Smite", "Sacred Vision", etc.</p><p></p><p>The trick, as I see it, is to not duplicate existing Cleric spells, and yet allow the cleric the option of building a non-standard cleric.</p></blockquote><p></p>
[QUOTE="Nail, post: 1278969, member: 224"] I'm still playing with this. In part, I'd like the turning mechanic to be de-powered, but broadened. Using core rules, turning is a one-dimensional mechanic, only useful against one type of creature...and against that type, it's [COLOR=Yellow]blindingly[/color] useful. Even required. Bleh. So my core idea is to change the power to "Divine Chanelling", and allow the cleric bonus feats to decide how to use that power. Much like the wizard, I'd start the cleric out with one bonus feat at first level, then one more feat every 5th level. The core mechanic would be that the cleric sets the DC to resist whatever the effect is by: DC = 10 + 1/2 Clr lvl + Cha Some of the feats would be, in summary: [b]Keep at Bay[/b]: UD must succeed at a Will save to get closer than 10 to the cleric, or melee attack anyone within that radius. Lasts 1 minute per level. [b]Turn/Rebuke UD[/b]: 30' cone, otherwise the same effect as present. Lasts 1 round per level. The mechanic, OTOH, would be a Will save for each UD affected, and no chance to destroy/command. That's another feat. [b]Destroy/Command UD[/b]: As Turn/Rebuke above, except that the cleric may either destroy (good) or command (evil). Prereq of Turn or Rebuke, of course. Only one attempt on any given UD per 24 hour period. [b]Castigate UD[/b]: 30' radius burst, Will save or -1 to all attacks, saves, and skill checks. Only one attempt on any given UD per 24 hour period. .....and there would be other feats, not UD specific, like "Sacred Summoning", "Divine Smite", "Sacred Vision", etc. The trick, as I see it, is to not duplicate existing Cleric spells, and yet allow the cleric the option of building a non-standard cleric. [/QUOTE]
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Alternative Turning Mechanic, part 2
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