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<blockquote data-quote="ElectricDragon" data-source="post: 3000725" data-attributes="member: 10778"><p>Starting at 10th level and working backward:</p><p></p><p>Keep the Good choice as is.</p><p>Change the Healing choice to: affected by Maximize Spell at no spell level increase. </p><p>Change the Sun choice to: 1 extra Greater Turning/day and 1 extra use of Positive Energy Burst. No glowing as that makes low-light and darkvision next to useless.</p><p>Change the Travel choice to: +10 ft. to Speed and double the duration of Freedom of Movement allowed by Travel domain.</p><p></p><p>9th</p><p>Keep Darkvision but move it to a lower level, drop Fast Movement altogether (subsumed into 10th level choices). Move Positive Energy Burst to this level. Increase the cost of the Positive Energy Burst to use a Greater Turning effect or 4 normal turnings (player choice at time of use). This means that use of this ability costs a feat (Extra Turning) or a domain ability (Greater Turning).</p><p></p><p>8th</p><p>Move Positive Energy Burst to 9th level.</p><p></p><p>7th</p><p>Drop Maximize Healing and move extra Greater Turning here. Limit it to 1 extra Greater Turning.</p><p></p><p>6th</p><p>Drop <em>Find the Path</em> and put Darkvision here.</p><p></p><p>5th</p><p>Change Bonus Domain to only allow spell choice (no granted power). Druids and Rangers gain no extra spell slots just the ability to memorize one spell/spell level from this domain.</p><p></p><p>4th</p><p>This is fine as is</p><p></p><p>3rd</p><p>Drop Empower Healing</p><p></p><p>2nd</p><p>Drop Fast Movement and change Woodland Stride; add that Druids and Rangers that already possess this ability can share this ability with a companion (or Cha number of companions) that they touch during transit of the area.</p><p></p><p>1st</p><p>Move extra Greater Turning to 7th level. Keep Turn Undead as is. Add free Extra Turning feat.</p><p></p><p>Spellcasting Level Increase</p><p>I agree with Spatzimaus 7/10 with no increase at 1, 5, and 9.</p><p></p><p>Skill Points: Change this to 4+Int/level.</p><p></p><p>Well, IMHO that's how I would do it.</p><p></p><p>Ciao</p><p>Dave</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 3000725, member: 10778"] Starting at 10th level and working backward: Keep the Good choice as is. Change the Healing choice to: affected by Maximize Spell at no spell level increase. Change the Sun choice to: 1 extra Greater Turning/day and 1 extra use of Positive Energy Burst. No glowing as that makes low-light and darkvision next to useless. Change the Travel choice to: +10 ft. to Speed and double the duration of Freedom of Movement allowed by Travel domain. 9th Keep Darkvision but move it to a lower level, drop Fast Movement altogether (subsumed into 10th level choices). Move Positive Energy Burst to this level. Increase the cost of the Positive Energy Burst to use a Greater Turning effect or 4 normal turnings (player choice at time of use). This means that use of this ability costs a feat (Extra Turning) or a domain ability (Greater Turning). 8th Move Positive Energy Burst to 9th level. 7th Drop Maximize Healing and move extra Greater Turning here. Limit it to 1 extra Greater Turning. 6th Drop [i]Find the Path[/i] and put Darkvision here. 5th Change Bonus Domain to only allow spell choice (no granted power). Druids and Rangers gain no extra spell slots just the ability to memorize one spell/spell level from this domain. 4th This is fine as is 3rd Drop Empower Healing 2nd Drop Fast Movement and change Woodland Stride; add that Druids and Rangers that already possess this ability can share this ability with a companion (or Cha number of companions) that they touch during transit of the area. 1st Move extra Greater Turning to 7th level. Keep Turn Undead as is. Add free Extra Turning feat. Spellcasting Level Increase I agree with Spatzimaus 7/10 with no increase at 1, 5, and 9. Skill Points: Change this to 4+Int/level. Well, IMHO that's how I would do it. Ciao Dave [/QUOTE]
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