Off to War (always recruiting) OCC Year 2:

still making adjustments to my sheet, I'll let you know when I'm done. I'll be unable to post starting wed morning through friday afternoon.


I've been looking at the Divine/Turn undead feats, and all the ones I like are modified by a charisma bonus that I don't have. Tell you what, if Lurik dies, when I re-roll I'll go Sorcerer/Cleric, a better fit, but on the odd chance that I make it to L20, I won't get to cast L9 arcane spells (stupid epic level rules)

Not unless you burned all STAT advances at levels 4,8,12, 16 and 20 on CHA, as well as getting a +4CHA Item. But yeah, sucks to have to do it that way.
 

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Update complete.

Just let me know when you are finished with your lvl ups Gondsman so we can see about adding some things to the character as the battle rages on.

HM
 


you mean F5 and F6 there is no numbers 15 & 16 you can and I have went and highlighted them to your color code

I think last round they just moved up besode you from in back of the group. At least I had alot of villiagers move to help on each flank.

HM
 

An option of course on the turning feats would be to substitute (as a house rule) charisma for wisdom, being that for a regular cleric, putting points in wis and cha isn't so bad, but where I have two spellcasting classes with Int and Wis for spells, it is tough to allow points also for Cha. So, were you to rule thus, I would put more consideration into those feats.



and gosh dangit, after now 11 attack rolls for myself, other than one nat 19 at range with them fighting defensively that missed, and one nat 14 that with mods would have missed the non defensive, my best rolls have been 11's. My only other two decent rolls have been for the treylor. oh for the future of arcane spells with touch attacks!
 
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So, does anyone care if Robert dies this coming round? I have a chance to save him from dying, but it will take some luck with the dice... If I could move one step south, he would be in the aura to stabilize... but I would have to switch auras...

HM - what is my initiative? I would like to switch auras after the Treylor attack, but with time to save Robert if possible. I understand if I would have to choose one other the other, but the Initiative listing would be good to note. Might even be too late, if he goes before me and fails his stabilization roll.
 

If you wish your turn checks to be based on WIS I see nothing to wrong with that. I play clerics alot and find it hard myself to have a good WIS, STR, and CHA. But before we do that why does having turning checks based on WIS effect your desision to take a Divine feat? I would think you would want one so you could use all your turn checks by the end of the day.

I have been thinking for my homebrewed rules about using the ability to channel positive energy into healing spells when they are cast. I was thinking of using a turn attempt for the day to get max hp on one die. So it would take two turn attempts to max out cure moderate, and three for cure serious and so on. I know it trumps some feats but it could be a feat itself or a part of the healing domain. Thoughts everyone on this house rule.

@ FtF sorry for the confusion Robert isn't at -9hp that is how much damage he has taken. He's a lvl 8 ranger and unlike ML (everyone is different ;)) for my NPC's I only do what is needed when it is needed. Like figuring out his attack bonus for melee. I don't know his hp yet so the -9 is letting me know how much damage he has takin. When it gets close to -30 I might see about doing his HP. LOL just don't like puuting something in stone till I have to.

HM
 

what I'm talking about is feats like (i can't remember the name off the top of my head) that allows me to use a turn attempt to grant fast healing 3 to allies in a burst for a number of rounds equal to my charisma modifier, and several others that last for a similar number of rounds or otherwise use the charisma modifier.
 

An option of course on the turning feats would be to substitute (as a house rule) charisma for wisdom, being that for a regular cleric, putting points in wis and cha isn't so bad, but where I have two spellcasting classes with Int and Wis for spells, it is tough to allow points also for Cha. So, were you to rule thus, I would put more consideration into those feats.
what I'm talking about is feats like (i can't remember the name off the top of my head) that allows me to use a turn attempt to grant fast healing 3 to allies in a burst for a number of rounds equal to my charisma modifier, and several others that last for a similar number of rounds or otherwise use the charisma modifier.

As a different voice here, I'm going to chime in for a sec... What's the trade? If you swap Turning to be based on WIS instead of CHA, what are you trading for it? As I see it, you are just getting a power boost.

Now, I know Theurge-type characters aren't considered the strongest possible, but keying a class feature off of a different attribute would give a significant power boost to a rather potent base class.

And HM, I think the "incentive" to take the feats, if turns/day were based on WIS, would be getting more uses. And the CHA bonus stuff. Personally, rather than just giving the power boost, I think it should either take a trade in class features or make it a feat. And FYI, there are feats out there capable of changing a key attribute (Kung-Fu Genius, from Dragon Magazine, allowed Monks to use INT instead of WIS for all class features). I know Dragon is notorious for stupidly-broken things, but that feat is pretty sensible.

There's my 2 cp on the issue.
 

Thanks for the feedback DW.

I do want the turns/day to get some use. I mean I hate it when something of a characters sits around unused encounter after encounter.

But what Gondsman is asking for is not really a swap but an alternative to the main rule. So we are saying turn undead should be keyed to WIS rather than CHA. And as I said I don't mind that.

Do we really think it will be a power boost? Yes he will have a +1 or +2 higher WIS bonus than CHA but those couple points shouldn't make or break this ability. And all those CHA based feats are limited to number of uses (your number of turns/day) and the situation. So what I'm saying is I don't see alot of useage just potent ones when he does use them.

It will really depend on the feat chosen and then it is up to me to put the characters in a situation to use them. (Means undead are coming, and if we ever get a rogue in the group you'll have to watch your step alot more carefully.)

HM
 

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