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Checking : Favored soul's spell DC is based off wis?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 2863042" data-attributes="member: 1165"><p>I can find two problems with turn undead.</p><p></p><p>1) "Turn everything!" It's a powerful "save" or suffer effect. It does have Hit Die caps, though. At low levels, you can turn all the ghasts and watch your DM tear his or her hair out.</p><p></p><p>2) The Hit Die cap, which is the real problem. You can't turn anything higher than your "turn undead level" +4 Hit Dice. You can boost your turn undead level using items and stuff, but unless you've found some uncapped method of boosting your turn undead level, there will be things you literally have no hope of turning. (And if you do find some uncapped method, see point #1.)</p><p></p><p>IMO it should be based on "turn undead level" vs saving throws, not Hit Dice. My group uses 1d6 damage per turn undead level, save for half (DC 10 + 1/2 turn undead level + Cha modifier). This prevents "insta-wins" from rolling high, and it enables you to use your anti-undead ability against powerful undead. This method came in very handy when we took on a "boss" undead with very high saves, very high DR, and oh yeah a death gaze too. It also came in handy (from the DM's point of view) when he realized we could turn all the ghasts (or whatever they were) in an important encounter, leaving them to be picked off at our leisure or just run away (and therefore ruin the time-sensitive encounter).</p><p></p><p>The HD cap causes weird situations where you can't turn a Colossal zombie (CR 10 or 11) no matter what you roll but you can turn a lich (CR 13) about half the time... if you're a 13th-level cleric.</p><p></p><p></p><p></p><p>That's most classes compared to the druid though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 2863042, member: 1165"] I can find two problems with turn undead. 1) "Turn everything!" It's a powerful "save" or suffer effect. It does have Hit Die caps, though. At low levels, you can turn all the ghasts and watch your DM tear his or her hair out. 2) The Hit Die cap, which is the real problem. You can't turn anything higher than your "turn undead level" +4 Hit Dice. You can boost your turn undead level using items and stuff, but unless you've found some uncapped method of boosting your turn undead level, there will be things you literally have no hope of turning. (And if you do find some uncapped method, see point #1.) IMO it should be based on "turn undead level" vs saving throws, not Hit Dice. My group uses 1d6 damage per turn undead level, save for half (DC 10 + 1/2 turn undead level + Cha modifier). This prevents "insta-wins" from rolling high, and it enables you to use your anti-undead ability against powerful undead. This method came in very handy when we took on a "boss" undead with very high saves, very high DR, and oh yeah a death gaze too. It also came in handy (from the DM's point of view) when he realized we could turn all the ghasts (or whatever they were) in an important encounter, leaving them to be picked off at our leisure or just run away (and therefore ruin the time-sensitive encounter). The HD cap causes weird situations where you can't turn a Colossal zombie (CR 10 or 11) no matter what you roll but you can turn a lich (CR 13) about half the time... if you're a 13th-level cleric. That's most classes compared to the druid though :) [/QUOTE]
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