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<blockquote data-quote="Shade" data-source="post: 2729177" data-attributes="member: 287"><p>Improved Turning treats it as +1 cleric level for turning, Extra Turning gives 3 more daily uses. <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><p></p><p></p><p></p><p>That's odd that they dropped it. If we want to retain it, here's how some other critters do it.</p><p></p><p>Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage.</p><p></p><p>Positive Energy Lash (Su): A xag-ya can make a ranged touch attack or hit with an incorporeal touch attack to infuse a target with positive energy. Undead foes (even incorporeal ones) take an additional 2d8+5 points of damage. The xag-ya can channel this positive energy into living creatures as well, healing up to 2d8+5 points of damage. The xag-ya can control its positive energy enough to avoid healing living foes (dealing only the base damage). This power can be used up to five times per day.</p><p></p><p>Energy Touch (Su): The positively energized touch of a glimmerskin heals a target of 5 points of damage per round or grants 5 additional temporary hit points per round to a creature already at full hit points. These temporary hit points fade 1d6 rounds after the creature ceases physical contact with the glimmerskin. However, this benefit has an unfortunate side effect. For each round that its hit points (including temporary ones) exceed its normal hit point total, the target creature must make a successful Fortitude save (DC 19) or explode in a 20-foot burst of radiant energy. Each creature caught in the blast (including the target) takes damage equal to 2d6 points + the number of excess hit points the target had at the time. A Reflex save (DC 19) reduces the damage by half. A glimmerskin's host automatically benefits from the additional hit points but is allowed no saving throw to reduce the damage from the blast. Glimmerskins rarely inform their hosts of this side effect.</p><p></p><p>Or it could just have cure light wounds at will, which would have about the same effect. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Shade, post: 2729177, member: 287"] Improved Turning treats it as +1 cleric level for turning, Extra Turning gives 3 more daily uses. :) That's odd that they dropped it. If we want to retain it, here's how some other critters do it. Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage. Positive Energy Lash (Su): A xag-ya can make a ranged touch attack or hit with an incorporeal touch attack to infuse a target with positive energy. Undead foes (even incorporeal ones) take an additional 2d8+5 points of damage. The xag-ya can channel this positive energy into living creatures as well, healing up to 2d8+5 points of damage. The xag-ya can control its positive energy enough to avoid healing living foes (dealing only the base damage). This power can be used up to five times per day. Energy Touch (Su): The positively energized touch of a glimmerskin heals a target of 5 points of damage per round or grants 5 additional temporary hit points per round to a creature already at full hit points. These temporary hit points fade 1d6 rounds after the creature ceases physical contact with the glimmerskin. However, this benefit has an unfortunate side effect. For each round that its hit points (including temporary ones) exceed its normal hit point total, the target creature must make a successful Fortitude save (DC 19) or explode in a 20-foot burst of radiant energy. Each creature caught in the blast (including the target) takes damage equal to 2d6 points + the number of excess hit points the target had at the time. A Reflex save (DC 19) reduces the damage by half. A glimmerskin's host automatically benefits from the additional hit points but is allowed no saving throw to reduce the damage from the blast. Glimmerskins rarely inform their hosts of this side effect. Or it could just have cure light wounds at will, which would have about the same effect. ;) [/QUOTE]
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