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Is turning Important?
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<blockquote data-quote="TheGogmagog" data-source="post: 2641440" data-attributes="member: 27702"><p>I've never played up the turning abilities and have played about five clerics. For somethng different I played a sun domain cleric and took two or three feats to bolster my abilities. It came in usefull about twice. If there is a mass of undead where you can turn a significant amount of them, the fighter (and even you) can probably cleave on through those.</p><p></p><p>If they are a chalenge, then you will likely turn one or two, not as impressive. Even then, most DMs and modules won't want thier undead encounter to be a cake walk because of turn undead, not realizing how limited it alread is. They usually have the undead bolstered and/or the area unhalowed. So in the example given above where you would turn two or three on a good roll, you are lucky to turn one. You should have spent your turn casting shatter.</p><p></p><p>The two encounters where it came in handy, were both against wraith. Turning two or thee of them each round allowed the group to focus on killing the remaining ones without being drained into joining them.</p><p></p><p>Bottom line, you won't miss it if you consider it a dump stat and ability. If you can take the divine metamagic instead I would go for it.</p></blockquote><p></p>
[QUOTE="TheGogmagog, post: 2641440, member: 27702"] I've never played up the turning abilities and have played about five clerics. For somethng different I played a sun domain cleric and took two or three feats to bolster my abilities. It came in usefull about twice. If there is a mass of undead where you can turn a significant amount of them, the fighter (and even you) can probably cleave on through those. If they are a chalenge, then you will likely turn one or two, not as impressive. Even then, most DMs and modules won't want thier undead encounter to be a cake walk because of turn undead, not realizing how limited it alread is. They usually have the undead bolstered and/or the area unhalowed. So in the example given above where you would turn two or three on a good roll, you are lucky to turn one. You should have spent your turn casting shatter. The two encounters where it came in handy, were both against wraith. Turning two or thee of them each round allowed the group to focus on killing the remaining ones without being drained into joining them. Bottom line, you won't miss it if you consider it a dump stat and ability. If you can take the divine metamagic instead I would go for it. [/QUOTE]
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