| Razz |
Most Divine Feats work just fine with the new version of TU, but what should I do with the following?
---Empower Turning (originally allowed you to turn more undead)
---Combine Turning (allowed you to spend more turn uses to grant a cumulative +4 bonus to turn checks and turn damage for each use of TU you use)
---Heighten Turning (originally allowed you to turn more powerful undead)
---Improved Turning (originally +1 level for turning)
For Heighten, I was thinking an increase in the save DC, like maybe +1 or +2 DC per extra use of Channel Energy to sacrifice.
For Empower Turning, maybe this feat can be changed to letting you Channel Energy in a 60 ft. radius as opposed to 30 ft. by expending TWO uses?
Improved Turning, maybe taking it grants +1d6 extra damage/heal? Can only be taken once? Dunno.
Combine Turning is another one I am not sure what to do with.
What do you think? Any ideas?
| Razz |
Empower's easy: treat it exactly like Empower Spell for channeling. Make it cost an extra one or two channel uses and do 150% damage.
Your idea for Heighten is good. I like it.
The rest are kinda redundant or just plain impossible to convert.
Ah yeah, duh, why didn't I notice that for Empower? LOL Spending another use grants +50% extra damage (can only be used one time). Makes sense.