Artoomis
First Post
Since you asked:
Last night we fought some sort of winged tentacled beastie (very nasty - over 200 hit points, fire resistance, DR 10/1, etc.), during which Gibley charge it once for about 41 points, got grappled by it and took around 60 points damage, and then broke free and smited the heck out of it for about 81 points - just before, as it turns out, it was going to blast us with a Call Lightning for 9d10!.
Not bad for a little guy, eh?
Shortly after that I "turned" and destroyed a few shadows (no pure clerics in out party, I have the best "turn.")
Not bad.
Now it's your turn for advice to me. What feat to I take at 12th level?
Likely choices are:
Extra Turning
(edit: fixed names)
Divine Might ( the one that give extra damage = cha mod for cha bonus number of rounds)
Empower Turning or Heghten Turning(?) - Turn as if you were two levels higher.
Last night we fought some sort of winged tentacled beastie (very nasty - over 200 hit points, fire resistance, DR 10/1, etc.), during which Gibley charge it once for about 41 points, got grappled by it and took around 60 points damage, and then broke free and smited the heck out of it for about 81 points - just before, as it turns out, it was going to blast us with a Call Lightning for 9d10!.
Not bad for a little guy, eh?
Shortly after that I "turned" and destroyed a few shadows (no pure clerics in out party, I have the best "turn.")
Not bad.
Now it's your turn for advice to me. What feat to I take at 12th level?
Likely choices are:
Extra Turning
(edit: fixed names)
Divine Might ( the one that give extra damage = cha mod for cha bonus number of rounds)
Empower Turning or Heghten Turning(?) - Turn as if you were two levels higher.
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