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General Tabletop Discussion
*Pathfinder & Starfinder
Variant Turning Rule in CD and Greater Turning
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<blockquote data-quote="KarinsDad" data-source="post: 2632038" data-attributes="member: 2011"><p>We implemented the variant rule in our high level game and then nobody took a Cleric. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>As for the various turning special abilities and feats, I do not have anything official. But, this is what I wrote up for the house rules:</p><p></p><p>Empower Turning: increase damage dice by 50%</p><p></p><p>Greater Turning / Discipline of the Sun: 100% of damage dice (i.e. Maximized Turning)</p><p></p><p></p><p>I also changed the save DC because it was too high and didn't follow the standard DC rules. I made it DC + 1/2 Cleric level + Cha and turn resistance adds to the save and subtracts from the damage (as if it were both a bonus and a resistance due to the fact that turn resistance is so wimpy if this variant rule is used).</p><p></p><p>That way, the DC is on par with spells and things like undead damaging characters. I don't remember where I read it, but the equation for energy drain and most other undead special attacks tends to be DC + 1/2 HD + Cha for undead.</p><p></p><p></p><p>With regard to evil Clerics, I would just allow them to choose to either heal or harm undead on a per encounter basis. That just makes evil Clerics more evil. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2632038, member: 2011"] We implemented the variant rule in our high level game and then nobody took a Cleric. ;) As for the various turning special abilities and feats, I do not have anything official. But, this is what I wrote up for the house rules: Empower Turning: increase damage dice by 50% Greater Turning / Discipline of the Sun: 100% of damage dice (i.e. Maximized Turning) I also changed the save DC because it was too high and didn't follow the standard DC rules. I made it DC + 1/2 Cleric level + Cha and turn resistance adds to the save and subtracts from the damage (as if it were both a bonus and a resistance due to the fact that turn resistance is so wimpy if this variant rule is used). That way, the DC is on par with spells and things like undead damaging characters. I don't remember where I read it, but the equation for energy drain and most other undead special attacks tends to be DC + 1/2 HD + Cha for undead. With regard to evil Clerics, I would just allow them to choose to either heal or harm undead on a per encounter basis. That just makes evil Clerics more evil. :] [/QUOTE]
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Variant Turning Rule in CD and Greater Turning
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