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Proposed replacements for turn undead
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<blockquote data-quote="Hawken" data-source="post: 2876447" data-attributes="member: 23619"><p>BigCat:</p><p>God of the Sun and Stars: Turn Undead.</p><p>--I'd say allow them both Turn and Rebuke, whatever the situation warrants, not extra Turn attempts but allow the choice of either. As well, allow them to convert Cure or Inflict spells as the situation warrants. This seems to fit in with the Sun (Healing/Light) and Stars (Harming/Night) motif.</p><p></p><p>God of the Sea and Tranquility: Calm Emotions (as the spell), DC = 10+ ½ lvl + cha mod, +2 for 5 or more ranks of knowledge (religion)</p><p>--Allow clerics to cast either Calm Emotions or something like Water Breathing to match the dual aspects of this deity. Since these are spells, maybe the +2 synergy bonus goes to caster level (mainly for duration of either spell). </p><p></p><p>God of Earth and Preservation: Receive a bonus equal to cleric level to defensive grapple, bull rush, trip checks. This power is usable as an immediate action, and the cleric receives a +2 bonus for 5 or more ranks of knowl (religion). [no cha mod here - I was afraid it would make the ability too powerful]</p><p>--This is a decent option, but unlike your other deities, this is the only one that doesn't have limited uses per day. Name the ability "Stability" or something, and give it limited uses per day activated as an immediate action (that does not provoke AoOs). Have it last 1 R/cleric level and give a bonus of 1/2 cleric level (min. of +1) + Cha mod and allow it to stack with the Dwarven stability power. This makes them very competent grapplers without outshining (Dwarven) Fighters and Monks. </p><p></p><p>God of Air and Storms: Gust of Wind (as the spell), DC = 10+ ½ lvl + cha mod, +2 for 5 or more ranks of knowledge (religion).</p><p>--This spell has even more limited uses than Turn Undead. What about a power called "Wind Funnel"? Last 1R/cleric level and use as either Gust of Wind or Levitate, cleric's choice each round. And just to cover the Storm aspect of the deity, allow Inflict spells to do Electrical damage or maybe each Turn attempt can be used to cast Shocking Grasp as a Wizard of equal level. </p><p></p><p>Ashrem:</p><p>You've got a lot of good ideas there.</p><p>--I wouldn't see anything wrong with spontaneously casting the Cure/Inflict spells AND domain spells.</p><p>--Fharlanghn: I'd suggest a range of 30-50' X cleric level. This makes the ability useful while not outshining the actual spell and maybe subtract 30' from the distance per passenger the cleric takes with him instead of worrying about caster level, max loads and the effect simply fails if the target destination is a solid space. </p><p>--Garl Glittergold: I'd add the +2 synergy to the DC for the 5 ranks of Kn. Rel. to this and maybe to add some variety, roll on the Cleric Level turning table to determine the cleric's level for the DC. </p><p>--Gruumsh: Limit it to a 60' range, like Turning. </p><p>--Kord: This ability seems wrong, basically forcing even the most non-competitive, slacker, docile person into doing something that they wouldn't have any reason to do (kind of like Charm) which doesn't seem to have much to do with Strength. Instead, maybe the cleric casts a maximized Bull's Strength per Turning attempt on self or allies and a Ray of Enfeeblement on enemies (DC = 10 + roll on Turning cleric level chart + Cha mod + 2 [if 5 ranks of Kn--Rel]). </p><p>--Olidammara: Make the bonus = 1/2 cleric level (min of +1) + cha mod. Have it last for 1 R/cleric level and either on Bluff or Hide AND Move Silently.</p><p>--Yondalla: The class skills are kind of useless. Clerics get too few skill points to throw into more skills. Instead give them--Luck: Use 1 Turn attempt to gain a +1D6 bonus to any single attack, damage or saving throw roll or +2D6 to any Skill check (cannot be used when Taking 10 or 20).</p></blockquote><p></p>
[QUOTE="Hawken, post: 2876447, member: 23619"] BigCat: God of the Sun and Stars: Turn Undead. --I'd say allow them both Turn and Rebuke, whatever the situation warrants, not extra Turn attempts but allow the choice of either. As well, allow them to convert Cure or Inflict spells as the situation warrants. This seems to fit in with the Sun (Healing/Light) and Stars (Harming/Night) motif. God of the Sea and Tranquility: Calm Emotions (as the spell), DC = 10+ ½ lvl + cha mod, +2 for 5 or more ranks of knowledge (religion) --Allow clerics to cast either Calm Emotions or something like Water Breathing to match the dual aspects of this deity. Since these are spells, maybe the +2 synergy bonus goes to caster level (mainly for duration of either spell). God of Earth and Preservation: Receive a bonus equal to cleric level to defensive grapple, bull rush, trip checks. This power is usable as an immediate action, and the cleric receives a +2 bonus for 5 or more ranks of knowl (religion). [no cha mod here - I was afraid it would make the ability too powerful] --This is a decent option, but unlike your other deities, this is the only one that doesn't have limited uses per day. Name the ability "Stability" or something, and give it limited uses per day activated as an immediate action (that does not provoke AoOs). Have it last 1 R/cleric level and give a bonus of 1/2 cleric level (min. of +1) + Cha mod and allow it to stack with the Dwarven stability power. This makes them very competent grapplers without outshining (Dwarven) Fighters and Monks. God of Air and Storms: Gust of Wind (as the spell), DC = 10+ ½ lvl + cha mod, +2 for 5 or more ranks of knowledge (religion). --This spell has even more limited uses than Turn Undead. What about a power called "Wind Funnel"? Last 1R/cleric level and use as either Gust of Wind or Levitate, cleric's choice each round. And just to cover the Storm aspect of the deity, allow Inflict spells to do Electrical damage or maybe each Turn attempt can be used to cast Shocking Grasp as a Wizard of equal level. Ashrem: You've got a lot of good ideas there. --I wouldn't see anything wrong with spontaneously casting the Cure/Inflict spells AND domain spells. --Fharlanghn: I'd suggest a range of 30-50' X cleric level. This makes the ability useful while not outshining the actual spell and maybe subtract 30' from the distance per passenger the cleric takes with him instead of worrying about caster level, max loads and the effect simply fails if the target destination is a solid space. --Garl Glittergold: I'd add the +2 synergy to the DC for the 5 ranks of Kn. Rel. to this and maybe to add some variety, roll on the Cleric Level turning table to determine the cleric's level for the DC. --Gruumsh: Limit it to a 60' range, like Turning. --Kord: This ability seems wrong, basically forcing even the most non-competitive, slacker, docile person into doing something that they wouldn't have any reason to do (kind of like Charm) which doesn't seem to have much to do with Strength. Instead, maybe the cleric casts a maximized Bull's Strength per Turning attempt on self or allies and a Ray of Enfeeblement on enemies (DC = 10 + roll on Turning cleric level chart + Cha mod + 2 [if 5 ranks of Kn--Rel]). --Olidammara: Make the bonus = 1/2 cleric level (min of +1) + cha mod. Have it last for 1 R/cleric level and either on Bluff or Hide AND Move Silently. --Yondalla: The class skills are kind of useless. Clerics get too few skill points to throw into more skills. Instead give them--Luck: Use 1 Turn attempt to gain a +1D6 bonus to any single attack, damage or saving throw roll or +2D6 to any Skill check (cannot be used when Taking 10 or 20). [/QUOTE]
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