Please rate Heighten Turning

Rate Heighten Turning

  • 1 - You should never take this feat

    Votes: 3 7.3%
  • 2- Not very useful

    Votes: 5 12.2%
  • 3- of limited use

    Votes: 11 26.8%
  • 4- below average

    Votes: 8 19.5%
  • 5- Average

    Votes: 7 17.1%
  • 6- above average

    Votes: 4 9.8%
  • 7- above average and cool

    Votes: 0 0.0%
  • 8- good

    Votes: 2 4.9%
  • 9- Very good

    Votes: 1 2.4%
  • 10- Everyone should take this feat

    Votes: 0 0.0%

I dunno. I've played a bunch of Clerics, and I love this feat!

Yes, you can go ahead and work out the math for it, and yes, if you use it your turning damage is decreased so there's a chance you won't be able to turn whatever it is you heighten to turn for in the first place.

I still find it very useful.

I mostly use it at low levels to turn higher-power undead. For example, a level 4 Cleric would have to get really lucky to turn an 8 HD undead creature. However, if you heighten your turning by as little as 4 or 5 points, you've got a good shot at it suddenly. And if your CHA bonus is at least a 2 or 3, then for the damage, you only have to roll a 5 or so to successfully turn the creature.

Maybe I'm just dumb, I dunno. ;)
 

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4.07 after 27 votes

10. None

9. None

8. Large and in Charge

7. Expert Tactician, Divine Might

6. Superior Expertise, Improved Sunder, Knock-Down, Shield Expert, Divine Shield

5. Close Quarters Fighting, Hold The Line, Pain Touch

4. Blindsight 5-foot radius, Fists of Iron, Death Blow, Lightning Fists, Mantis Leap, Monkey Grip, Power Lunge, Rapid Reload, Sharp Shooting, Zen Archery, Empower Turning(4.18,56,38151), Divine Vigor(4.61,57,37849)

3. Feign Weakness, Extra Stunning Attacks, Dual Strike, Circle Kick, Eyes in the Back of Your Head, Off-Hand Parry, Pin Shield, Prone Attack, Remain Conscious, Divine Cleansing, Divine Vengeance

2. Eagle Claw Attack, Improved Overrun, Dirty Fighting, Snatch Arrows

1. Divine Resisitance


----------------------------------
10.
9.
8.
7.
6. Arcane Archer(6.23,70,38773), Assassin(6.07,54,38913)
 

For the most part, that looks pretty good, though our poll takers consistantly rate the 'average' feat as 'below average'. Our average over a large cross section of feats is well below 5, so some correcting term needs to be used if this really is a 10 point scale. Either that or we have just been discussing pretty sucky feats.

If 'Large and In Charge' isn't a 10 (everyone who is eligible should take this feat), I'm really courious to see what is.

Likewise, how is 'Expert Tactician' only a 7? How many WotC feats can you name that are superior?

I also think Close Quarters Fighting and Hold The Line were underestimated by our poll takers. Both are incredible feats, and giving the lethality of grappling CQF is almost essential for any character with a DM that understands the grappling rules.
 

Its hard for any feat to get an extreme rating because it only take 2-3 non-serious votes to throw off the whole curve. Most of the feats rated 4 are pretty bad, definitely worse than the original core feats.

Someone posted an item that gave +4 effective turning levels for 11k, if a feat can be duplicated by a cheap magic item then its not very good. I'm not sure where that item is from but I've seen several turning level increasing items which blow away all these enhanced turning feats.
 


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