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Divine Intervention Points (Replaceing Turn Undead)
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<blockquote data-quote="Elder-Basilisk" data-source="post: 412793" data-attributes="member: 3146"><p>It's an interesting idea and if undead are truly rare/non-existant in your world then it could work.</p><p></p><p>A few things to keep in mind though:</p><p></p><p>-You'd need to increase the CR of undead--currently their vulnerability to turning is a major factor in their CR. . . .</p><p></p><p>-The Sun domain would need a new power.</p><p></p><p>-As a player, I would be hesitant to exchange an ability that renews itself for one that is usable 1/level--ever.</p><p></p><p>-As a DM, I would seriously think about some of those thing--prepare a spell two levels higher than you could normally prepare (This will rarely be used because it's generally a poor idea unless you know something really tough is coming up but if you know it's something big and prepare a Summon Monster III at level 1, Poison spell at level 3, Slay Living at level 5, Harm spell at level 7, and Mass Heal or Destruction at Level 9 or Gate at Level 13, the "climactic" encounter that the DM planned will be more like anti-climactic.) Similarly, Spontaneously cast a spell of your highest castable level without using a slot could put some real kinks in your plans as a DM.</p><p></p><p>Essentially, as a DM, I would either have to plan and make the encounter only winnable through use of the Divine Intervention point (and thereby deprive the player of a limited use "class ability" since I'm forcing him to use it or die) or live with the fact that many of my climactic encountes would turn into anti-climactic encounters due to the use of Divine Intervention points. I'm not sure that would be healthy for a campaign.</p><p></p><p>Now I'm not saying that Divine Intervention points aren't a workable idea, but I would rather use them as rewards for completing divine quests, heroic sacrifices, etc than as substitutes for class abilities.</p><p></p><p>In a very low/no undead campaign, I would opt toward replacing Turn Undead with things like:</p><p>Barbarian Rage (for a chaotic war god)</p><p>Limited Wildshape (Nature god)</p><p>Divine Might (Lawful war god)</p><p>Divine Vigor (god of speed and running or athleticism)--alternately this could just be increased speed (like Barbarian ability)</p><p>Divine Shield (god of walls or protection)</p><p>Evasion (and Imp Evasion at lvl 10) for a god of Luck</p><p>Uncanny Dodge for a god of knowledge/foresight</p><p></p><p>You could see the Kalamar Player's Guide for more ideas of this sort (although some are hideously unbalanced).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 412793, member: 3146"] It's an interesting idea and if undead are truly rare/non-existant in your world then it could work. A few things to keep in mind though: -You'd need to increase the CR of undead--currently their vulnerability to turning is a major factor in their CR. . . . -The Sun domain would need a new power. -As a player, I would be hesitant to exchange an ability that renews itself for one that is usable 1/level--ever. -As a DM, I would seriously think about some of those thing--prepare a spell two levels higher than you could normally prepare (This will rarely be used because it's generally a poor idea unless you know something really tough is coming up but if you know it's something big and prepare a Summon Monster III at level 1, Poison spell at level 3, Slay Living at level 5, Harm spell at level 7, and Mass Heal or Destruction at Level 9 or Gate at Level 13, the "climactic" encounter that the DM planned will be more like anti-climactic.) Similarly, Spontaneously cast a spell of your highest castable level without using a slot could put some real kinks in your plans as a DM. Essentially, as a DM, I would either have to plan and make the encounter only winnable through use of the Divine Intervention point (and thereby deprive the player of a limited use "class ability" since I'm forcing him to use it or die) or live with the fact that many of my climactic encountes would turn into anti-climactic encounters due to the use of Divine Intervention points. I'm not sure that would be healthy for a campaign. Now I'm not saying that Divine Intervention points aren't a workable idea, but I would rather use them as rewards for completing divine quests, heroic sacrifices, etc than as substitutes for class abilities. In a very low/no undead campaign, I would opt toward replacing Turn Undead with things like: Barbarian Rage (for a chaotic war god) Limited Wildshape (Nature god) Divine Might (Lawful war god) Divine Vigor (god of speed and running or athleticism)--alternately this could just be increased speed (like Barbarian ability) Divine Shield (god of walls or protection) Evasion (and Imp Evasion at lvl 10) for a god of Luck Uncanny Dodge for a god of knowledge/foresight You could see the Kalamar Player's Guide for more ideas of this sort (although some are hideously unbalanced). [/QUOTE]
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