Off to War (always recruiting) OCC Year 2:

and if we ever get a rogue in the group you'll have to watch your step alot more carefully.)HM

Ah, ok! So... anyone joining up - NO ROGUES! Then we can have peace of mind for no traps? Kidding!

But, I do agree that moving the Turn Undead to WIS based for feats, attempts/day, as well as modifier bonuses is really a bonus, and nothing being traded for it. Clerics were built as a 'power' class in my opinion, as they have the weapons, the armor, the feats, the spells and the domains, as well as Turn Ability. BAB is decent as well.

Personally, I would require a trade off for the movement of Turn Undead using WIS as ability. NO idea what a trade off would be, but just voicing my opinion. Mystic Theurge was meant to 'dabble' on both arts, which seems to have lessened the ability to Turn Undead, which I would think was ok, given the progression that the mystic theurge gains.
 

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I'm fine with the existing rules for the turning, I really don't care all that much about the turning undead, I know as a GM in one experience with a super unbalanced party (as in a L8 cleric, L5 fighter, 2 L3's and 2 L1's) the turning thing got a little out of hand (anything the L1's could fight he'd just destroy on sight) and at low levels, Turning is really just crowd control, if that.

What this comes down to is that HM want's me to find use in those turn attempts even without undead to fight, but all the cool alternatives use the Cha bonus and I therefore get nothing out of them, so, for the purpose of the feat only, I'd ask to rewrite the feat such that I get something out of it.

The fast healing one does require 8 ranks in heal so i can't get it right away anyway.

Another option, we make up a feat, that allows me to channel turn attempts as cure spells of one level lower than the highest level spell I can cast, so right now, I'd channel for Cure minor wounds, then when I can cast L2 spells I'd channel for Cure Light wounds
 


Ah, ok! So... anyone joining up - NO ROGUES! Then we can have peace of mind for no traps? Kidding!

But, I do agree that moving the Turn Undead to WIS based for feats, attempts/day, as well as modifier bonuses is really a bonus, and nothing being traded for it. Clerics were built as a 'power' class in my opinion, as they have the weapons, the armor, the feats, the spells and the domains, as well as Turn Ability. BAB is decent as well.

Personally, I would require a trade off for the movement of Turn Undead using WIS as ability. NO idea what a trade off would be, but just voicing my opinion. Mystic Theurge was meant to 'dabble' on both arts, which seems to have lessened the ability to Turn Undead, which I would think was ok, given the progression that the mystic theurge gains.

Note: there will be traps but only about 1/8 the norm for D&D

But as I said all that goes out the window if I keep the situation in which to use the turn ability down. So it would be great to have something to do with them even if I only throw undead at you all once a year. But for balance sake I see your point.

I'm fine with the existing rules for the turning, I really don't care all that much about the turning undead, I know as a GM in one experience with a super unbalanced party (as in a L8 cleric, L5 fighter, 2 L3's and 2 L1's) the turning thing got a little out of hand (anything the L1's could fight he'd just destroy on sight) and at low levels, Turning is really just crowd control, if that.

What this comes down to is that HM want's me to find use in those turn attempts even without undead to fight, but all the cool alternatives use the Cha bonus and I therefore get nothing out of them, so, for the purpose of the feat only, I'd ask to rewrite the feat such that I get something out of it.

The fast healing one does require 8 ranks in heal so i can't get it right away anyway.

Another option, we make up a feat, that allows me to channel turn attempts as cure spells of one level lower than the highest level spell I can cast, so right now, I'd channel for Cure minor wounds, then when I can cast L2 spells I'd channel for Cure Light wounds

I like your option and that would work as well. Are you saying keep Turn undead based on CHA but base the Divine Feats on WIS? So that would be do-able also depending on the "layout" of the feat, perhaps some should be based on CON or INT

I can search for traps now... I err... Just can't do much about them when I do find them :blush:

You have trapfinding as an ability>? Or just saying you have a good search skill?

HM
 

HolyMan said:
You have trapfinding as an ability>? Or just saying you have a good search skill?

HM

Sorry, me being needlessly complicated. I meant I have a high search skill... although I had thought about discussing trapfinding with you at a later date. Far from a priority though, it largely depends on how the character develops.



In other news, I finally posted my background, it's in the RG now ready for inspection :)
 

Headed there right now looks to be a little light reading before I post my swashbuckler thread. And this will get Elms some XP, very nice I love the smell of fresh XP in the evenings. :p

HM
 

Very nice I just can't wait to get to the city if Siere for an adventure.

I'm think probably around 10th or 11th lvl and it will be a grand one trust me.

As for your background I don't know sarted out kind of in the middle and didn't give a reason for why he wishes to join.

J/K

Great work it gave me a new NPC antagonist, a new language to have the PC's figure out, a mystery that may never be solved (what is the church up to with this man), Elms showing he's not a mindless drone just taking orders, a few new names like Order of Justice (love this actually, so will be adding it and some fluff to the campaign) and Whore Alley. In the end Elms has an obscure mission to complete which I can detail and have it swing into the newest adventure. ALL an all great work and a bonus 350 XP I do believe the most ever earned.

HM
 

Glad you liked it, HM. I had a blast writing it! Originally it'd only meant to be a small piece, just the scene with Elms stalking someone, but the whole thing escalated out of control, hahah!

The real-world language I used to represent the foreign tongue is Finnish, you can roll it through google translator to get an idea what they're saying, although it's not really necessary for the story I guess.

I loved writing the Bishop too, I love the thought that just because he's a Bishop doesn't mean he's a nice person, it's more about political manoeuvring and power than it is religion... for him at least.

350xp? Very nice, thanks! I'll add that on now :D
 

Just to confirm, is this the initiative?
Lora
Claude
Marko
Lurik
Elms
Malaroc
Jareth
Trinham

Thanks, FtF

Also, am I able to take control of some Villagers now? I see some potential flanking/aid another attempts, but would need villagers from back ranks to flank>aid another>attack>move if treylor is killed-scenarios
 
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ok everyone is posted in initative order in the combat block and that is:

Claude
Lurik
Marko
Jareth
Elms
Lora
Trinham
Malaroc

I have everyone sectioned of by flanks and the center but they go in those orders in those sections.

Second aid another is a standard action so you can not use aid another more than once in a round. To make two attacks or two aids would be a full round action.

Which really bites because I loved the fluff you added (oh and great name for the dragon) to go with it. As for aiding defensively I don't see why not you should beable to perform anything you wish while looking to protect yourself so will have to take your first roll and say you aided Claude.

And will have the villiagers move up to fill the gaps.

HM
 

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