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*Pathfinder & Starfinder
Spheres of Influence: Rhiannon RULES
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<blockquote data-quote="yennico" data-source="post: 2243010" data-attributes="member: 11978"><p>The concept of inspiring fear because of opposing alignment is good.</p><p>A good cleric tries to turn an evil cleric (without any other undeads).</p><p>Assuming the good cleric has an charisma of 12 (+1) and no other turning enhancing feats . Then he has a 50% chance to turn the evil cleric (1+the average roll of a d20 10,5).</p><p></p><p>Now the effects:</p><p>a) the cleric gets 2d6 + level of the good cleric + cha bonus of the good cleric damage, which IIRC can not be reduced by DR because the damage is holy. This ability of the feat is better than a smite evil. </p><p>b) The evil cleric must flee if he can for 10 rounds (one minute). He needs at least another 10 rounds to come back. 10 rounds or 20 rounds is a long time in combat. Fleeing in fear is normally an enchantment or necromancy spell which requires a will save.</p><p>c) if the evil cleric can not flee so he cowers. This grants his enemies not only a +2 on attacks, the evil cleric do not defend himself and do not cast spells. This is like a hold monster spell without any save.</p><p>d) if the good cleric has twice as many levels as the evil cleric the evil cleric is destroyed. An instant kill spell for low levels without any save. </p><p></p><p>If the evil cleric has some undeads and the good cleric tries to turn the undeads, the evil cleric turns the good cleric because the good cleric is the only person the evil cleric can turn.</p><p></p><p>I dislike this feat because creatures with character classes and good saves do not get a save against this effect.</p><p></p><p>Also look at the hierophant prc. He has an ability to blast infidels.</p><p></p><p>Here my proposal:</p><p>Turn opposing alignment</p><p>Requirement: Turn undead or rebuke undead of an 9th level cleric, leadership, cha 14+</p><p>With one of his normal turning check a cleric or paladin can try to inspire fear by his faith in creatures of opposing alignments. The turning check result table shows how many hds are affected.</p><p>Effect:</p><p>Each affected creature also get -2 on bab, skills, saves (the creature is shaken). The </p><p>penalties of several successful turning checks stack (if this is too powerful the penalties do not stack).</p><p></p><p>A penalty without a save is a good advantage.</p><p></p><p>If you think this feat is too weak add: Each affected creature gets 1d4+cleric level holy or unholy damage.</p></blockquote><p></p>
[QUOTE="yennico, post: 2243010, member: 11978"] The concept of inspiring fear because of opposing alignment is good. A good cleric tries to turn an evil cleric (without any other undeads). Assuming the good cleric has an charisma of 12 (+1) and no other turning enhancing feats . Then he has a 50% chance to turn the evil cleric (1+the average roll of a d20 10,5). Now the effects: a) the cleric gets 2d6 + level of the good cleric + cha bonus of the good cleric damage, which IIRC can not be reduced by DR because the damage is holy. This ability of the feat is better than a smite evil. b) The evil cleric must flee if he can for 10 rounds (one minute). He needs at least another 10 rounds to come back. 10 rounds or 20 rounds is a long time in combat. Fleeing in fear is normally an enchantment or necromancy spell which requires a will save. c) if the evil cleric can not flee so he cowers. This grants his enemies not only a +2 on attacks, the evil cleric do not defend himself and do not cast spells. This is like a hold monster spell without any save. d) if the good cleric has twice as many levels as the evil cleric the evil cleric is destroyed. An instant kill spell for low levels without any save. If the evil cleric has some undeads and the good cleric tries to turn the undeads, the evil cleric turns the good cleric because the good cleric is the only person the evil cleric can turn. I dislike this feat because creatures with character classes and good saves do not get a save against this effect. Also look at the hierophant prc. He has an ability to blast infidels. Here my proposal: Turn opposing alignment Requirement: Turn undead or rebuke undead of an 9th level cleric, leadership, cha 14+ With one of his normal turning check a cleric or paladin can try to inspire fear by his faith in creatures of opposing alignments. The turning check result table shows how many hds are affected. Effect: Each affected creature also get -2 on bab, skills, saves (the creature is shaken). The penalties of several successful turning checks stack (if this is too powerful the penalties do not stack). A penalty without a save is a good advantage. If you think this feat is too weak add: Each affected creature gets 1d4+cleric level holy or unholy damage. [/QUOTE]
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Spheres of Influence: Rhiannon RULES
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