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Just got Complete Divine -- any issues I should be aware of?
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<blockquote data-quote="frankthedm" data-source="post: 3142067" data-attributes="member: 1164"><p>I used my change to the sun domain to make it useful to all clerics rather than just those fighting undead [Undead are screwed enough by clerics anyhoo]. I overcompensated so those who did take the sun domain didn't feel too badly nerfed. <em><strong>Replacment power:</strong> You may cast your Cure wounds and Inflict wounds spells as short ranged ranged touch rays. </em> Maybe <em>too useful</em> but healing is precious, precise shot will be needed to use effectivly on allies in melee and using cleric spells for blasting with a will save for half sounds inefficent in theory. Plus the Flavor is soooo fitting for a sun cleric. <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=":)" /> [Balance note, my game does not have the touch to range tough metamagic feat or the Zen archery feat. Also Domains have to taken from one's diety(no cherrypicking)]</p><p></p><p>TheComplete Divine Alternate turning system 30' radius of damage is really popular. The problem is the damage a cleric does is so great, the suggested 1 point resist per turn resist point is a joke and nowhere near equal turn resists's previous potency. </p><p></p><p>Cleric level 1 3.5 average damage per turn</p><p>Cleric level 2 7 average damage per turn</p><p>Cleric level 3 10.5 average damage per turn</p><p>Cleric level 4 14 average damage per turn</p><p>Cleric level 5 17.5 average damage per turn</p><p>Cleric level 6 21 average damage per turn</p><p>Cleric level 7 24.5 average damage per turn</p><p>Cleric level 8 28 average damage per turn</p><p>Cleric level 9 31.5 average damage per turn</p><p>Cleric level 10 35 average damage per turn</p><p>Cleric level 11 38.5 average damage per turn</p><p>Cleric level 12 42 average damage per turn</p><p>Cleric level 13 45.5 average damage per turn</p><p>Cleric level 14 49 average damage per turn</p><p>Cleric level 15 52.5 average damage per turn</p><p>Cleric level 16 56 average damage per turn</p><p>Cleric level 17 59.5 average damage per turn</p><p>Cleric level 18 63 average damage per turn</p><p>Cleric level 19 66.5 average damage per turn</p><p>Cleric level 20 70 average damage per turn I'd say</p><p></p><p>4 per Turn resist point for games where undead rarely have acess to any HP boosters.</p><p></p><p>Only 3 per Turn resist point for games where undead have access to HP boosters. Unholy toughness, Improved toughness, ToH Death's blessing, or those feats from libris mortis that boost drain HP.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3142067, member: 1164"] I used my change to the sun domain to make it useful to all clerics rather than just those fighting undead [Undead are screwed enough by clerics anyhoo]. I overcompensated so those who did take the sun domain didn't feel too badly nerfed. [I][B]Replacment power:[/B] You may cast your Cure wounds and Inflict wounds spells as short ranged ranged touch rays. [/I] Maybe [I]too useful[/I] but healing is precious, precise shot will be needed to use effectivly on allies in melee and using cleric spells for blasting with a will save for half sounds inefficent in theory. Plus the Flavor is soooo fitting for a sun cleric. :) [Balance note, my game does not have the touch to range tough metamagic feat or the Zen archery feat. Also Domains have to taken from one's diety(no cherrypicking)] TheComplete Divine Alternate turning system 30' radius of damage is really popular. The problem is the damage a cleric does is so great, the suggested 1 point resist per turn resist point is a joke and nowhere near equal turn resists's previous potency. Cleric level 1 3.5 average damage per turn Cleric level 2 7 average damage per turn Cleric level 3 10.5 average damage per turn Cleric level 4 14 average damage per turn Cleric level 5 17.5 average damage per turn Cleric level 6 21 average damage per turn Cleric level 7 24.5 average damage per turn Cleric level 8 28 average damage per turn Cleric level 9 31.5 average damage per turn Cleric level 10 35 average damage per turn Cleric level 11 38.5 average damage per turn Cleric level 12 42 average damage per turn Cleric level 13 45.5 average damage per turn Cleric level 14 49 average damage per turn Cleric level 15 52.5 average damage per turn Cleric level 16 56 average damage per turn Cleric level 17 59.5 average damage per turn Cleric level 18 63 average damage per turn Cleric level 19 66.5 average damage per turn Cleric level 20 70 average damage per turn I'd say 4 per Turn resist point for games where undead rarely have acess to any HP boosters. Only 3 per Turn resist point for games where undead have access to HP boosters. Unholy toughness, Improved toughness, ToH Death's blessing, or those feats from libris mortis that boost drain HP. [/QUOTE]
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