Habololy Forum
Habololy Concepts => Turn Undead Abilities => Topic started by: Asinjin on July 27, 2012, 11:18:04 PM
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Thoughts on an ability for him?
Not undead related.
Currently its Know Direction instead of Turn Undead, but that's a 0 level spell, so too weak. Find the Path is already a domain spell for travel, and 6th level.
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Vulnerability to damage from unarmed strikes?
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Vulnerability to damage from unarmed strikes?
Sway Travel ... They can make a check and adjust number of random encounter dice on a journey. Would be able to adjust them up or down
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Vulnerability to damage from unarmed strikes?
It took me a minute, but very funny.
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Sway Travel ... They can make a check and adjust number of random encounter dice on a journey. Would be able to adjust them up or down
That's different and interesting.
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They got an aminal follower in 2nd edition. Are you still doing that? If so then how are you adding that ability?
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I had forgotten that. Doesn't seem right that they would get one and Treetop clerics wouldn't.
Although an Animal Companion would be a sufficient replacement for turn undead.
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I had forgotten that. Doesn't seem right that they would get one and Treetop clerics wouldn't.
Although an Animal Companion would be a sufficient replacement for turn undead.
Yeah... Rin only took Ranger levels because she needed the animal companion for Animal Guard. Treetop should get it too, if you give it to Tommimao.
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hmmm...that's tough, because I think Treetop needs Turn Undead.
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I think Tommimao should definitely get it since they had it in 2nd edition. Maybe we can open up a thread to discuss Treetop?
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Maybe a faith specific feat can be added that gives a animal companion. That way it can be added to both faiths.
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I don't think an animal companion fits in with Tommimao, not at least how I know him in 3rd ed. Treetop I could see.
How about the ability to move unhindered over difficult terrain that would otherwise impede movement?
Or something like the "Divine Intercession" feat.
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In the second edition the animal companion fit with the travel aspect of tommi. It was almost like a sacred mount that or companion that helped you travel. In 3rd edition we are seeing the other side of to tommi and that is mostly due to the current campaign we are running.
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I like the idea of a quick transport as the replacement for Turn Undead.
I also like the idea of a feat to add an animal companion to certain deities.
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A number of times per day equal to his Charisma modifier, the cleric may instantly transport himself as per a Teleport spell. The distance he may travel is equal to a roll of (2d6 + Charisma modifier + cleric level) x 10 feet. This is a supernatural ability. It requires a move-equivalent action.
Thoughts?
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A number of times per day equal to his Charisma modifier, the cleric may instantly transport himself as per a Teleport spell. The distance he may travel is equal to a roll of (2d6 + Charisma modifier + cleric level) x 10 feet. This is a supernatural ability. It requires a move-equivalent action.
Thoughts?
so.. a 5th level cleric with a +2 chr bonus will be able to teleport on average 130 feet? Doesn't seem useful until later levels.
I would go with something like giving a movement bonus to everyone in the party, or like i've said before, reducing the random encounter dice rolled.
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The bonus to the entire party is already done via domains and spells.
Even at 1st level 100 feet average can get you out of a lot of trouble.
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The bonus to the entire party is already done via domains and spells.
Even at 1st level 100 feet average can get you out of a lot of trouble.
I think it should work more like a dimention door. More with the travel theme. If we are going with that ability
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I think it need to have more of a travel theme. 130 feet is too much of an escape from combat ability and not really a travel theme.
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I think it need to have more of a travel theme. 130 feet is too much of an escape from combat ability and not really a travel theme.
How about making it only available when not engaged in combat
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A personal Teleport that takes a full round action? That would make its use in combat very limited.
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Here are the pathfinder travel domain abilities:
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
I kind of like the "agile feet" one since there is already a divine feat available to characters with the travel domain that grants a limited teleport (Divine Intercession).
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I like the agile feet. Does it ignore magical difficult terrain as well as mundane?
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I see no reason why it shouldn't.