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Rakshasa

Krell's page

Pathfinder Adventure Path Charter Subscriber; Modules Subscriber. 105 posts. 1 review. No lists. No wishlists.


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(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

dungeonblaster wrote:
my thought is that turn resistance should reduce the number of dice rolled in the turning attempt. So a 10th-level cleric vs an undead with +4 turn resistance would only deal 6d6 damage.

While that is certainly an option I'd be hesitant to use it as it could again render turning all but ineffective at high and low levels. Consider a ghoul, CR 1, has a turn resistance of +2. A 1-2 cleric couldn't effect him at all if the turn resistance alters the number of dice rolled, and a 3rd cl would only do 1d6 with a save for 1/2. Doesn't seem very satisfying. At higher levels the improved turn resistance feat (+4 turn resistance which stacks with any inherent turn resistance) would result in the cleric being at -8 dice vs ghosts, vampires, etc. You would need to examine the implications at various levels and playtest it a bit to see what the real effect is. I, and more importantly the PC clerics, have been pleased with the system of turn resistance being akin to damage reduction. It does make clerics a bit more powerful vs undead, but that is there big 'shtick' and it now works in concert with the damage dealt by the fighters and wizard types.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Pleasure to contribute. The alternate system has worked very well and has enabled the cleric to damage the undead using turns, rather than resorting to melee or casting a flame strike. I never felt it was overpowered. The good will save undead possess, coupled with the turn resistance most higher level undead have, generally result in the the undead saving for 1/2 damage further lessened by turn resistance. This allows a 10th cleric (assuming the target saved) to inflict damage in the mid teens if rolling or upper 20s if maximized after adjusted for turn resistance.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

This is the system I've been using for the last two campaigns, approx. 3 yrs. I always found the existing turning rules unsatisfying at mid and higher levels-eg, a 10th level cleric can't effect a CR 8 adult red dragon skeleton because it has 19 Hit dice. I've also adjusted the various feats to be in alignment with this variant system.
Turning/Command
Positive Energy (Good Clerics)
Area of Effect-30’ radius
Damage-1d6/cleric level
Save-Will DC 10+1/2 cleric level + Cha bonus

Negative Energy (Evil Clerics)
Area of Effect-30’ radius
Save-Will DC 10+1/2 cleric level + Cha bonus (Applicable only to Command)
Effects: Heal undead 1d6/cleric level
Bolster Undead by conferring turn resistance of:
Level Turn Resistance
1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-15 +5
16-18 +6
19-21 +7

Command-Undead failing their will save are commanded for 10 rounds. If the commander has HD equal or greater than the target it is permanently commanded. A cleric may not have more permanently commanded undead in this fashion than he has clerical levels.

Effect of Skills
Knowledge (religion)-+2 DC if 5 or more ranks

Effects of Feats/Abilities
Disciple Sun-Maximize damage by expending an additional turn
Empower Turning-Turning damage is x 1.5
Heighten Turning-For each 1d6 of damage sacrificed, up to maximum below, gain +2 DC
Level Max dice sacrificed/DC bonus
1-3 -1/+2
4-6 -2/+4
7-9 -3/+6
10-12 -4/+8
13-15 -5/+10
16-18 -6/+12
19-21 -7/+14
Improved Turning-+2 DC
Quicken Turning-turn as a free action, but only once per round
Sun Domain-Maximize damage 1/day

Effect of Turn Resistance
Turn resistance is a bonus on the will save which stacks with all other bonus types. It also reduces the damage inflicted by the amount of the turn resistance.

Spell Effects
Consecrate-increases DC by either 3, or 6 if it contains an altar or other fixture
Desecrate-reduces the DC by either 3, or 6 if it contains an altar or other fixture
Hallow-Increases turning DC by 4 for and negates up to 4 points of turn resistance on damage inflicted. Decreases command DC by 4 and –4 all healing results for undead.
Unhallow –Decreases turning DC by 4 and confers +4 turn resistance. Increases command DC by 4 and +4 all healing results.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

James Jacobs wrote:

The Vanderboren crest is, alas, one of many victims of the remorseless magazine budget. We simply couldn't afford the space or the $$$ to do an illustration of it.

The eight pointed star is the symbol of the Seekers, the secret society Lavinia's parents belong to. It's not her family crest. And the illustrations in the Backdrop are for the seven major noble houses in Sasserine, of which the Vanderborens are not.

So: The Vanderboren crest can be anything you want it to be. In my Saturday home Savage Tide campaign, their crest is a stylized V that looks like two rapiers with a hippogriff crouched inside the V.

Thanks, I like that imagery of the crest you suggested. It was conspicious by its absence, Lavinia is the 'star' NPC of the AP.

(Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

Concerning the nobility, when the treasure stolen from the Vanderborn vault is recovered the bags are noted as having the family crest on them. I looked through the adv but couldn't locate a any description of it. The vault door has the 8 pointed star, but since Lavinia doesn't recognize it that can't be it.

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