Radiant Servant of Pelor changes - Assistance Requested [Archive] - Wizards Community

Post/Author/DateTimePost
pukunui

06-02-07, 02:09 AM
Hi everyone,

I'm using a number of variants/house rules in my campaign that look like they might have a negative impact on the Radiant Servant of Pelor prestige class as written. I'd like to make some changes so that the class fits in with my house rules better and so I'm asking for suggestions and advice. I'd particularly love to hear from anyone else who has done the same thing as me, if there is anyone.

First, the house rules:
1) Weapon group feats variant (Unearthed Arcana)
2) Destruction of undead turning variant (Complete Divine)
3) Spontaneous divine caster variant (Unearthed Arcana)

The effected Radiant Servant features:
1) Weapon proficiencies: Radiant Servants are supposed to be proficient with all simple and martial weapons (which seems at odds with the focus on healing), but the weapon group variant changes that whole aspect. Should I just ignore this bit or should I have it grant an extra bonus weapon group feat or something?
2) Extra Greater Turning: really Greater Turning in general is the issue here. Since I'm using the "turning causes damage to undead" variant, I'm not really sure what to do with the Greater Turning thing. Should it just add another d6 of damage onto the turning attempt? Any thoughts?
3) Positive Energy Burst: Again, because I'm using the destruction of undead variant, this feature becomes somewhat unattractive and pointless (spending two turn attempts to get 1d6 damage when one turn attempt will do 1d6 dmg/lvl). I'm thinking this could just be replaced with something else (or just dropped entirely, leaving a gap in the progression), especially if I go with Greater Turning = extra d6 dmg. That would make this feature pretty much redundant.


I hope that all makes sense and that someone is able to help me.

The NPC ally cleric in my group's party has just reached 6th level. When she gets to 7th level, I intend to have her become a Radiant Servant, but I want to fix the class up so it gels with my house rules first.


Cheers,
Jonny
Axiomatic_vampire

06-02-07, 11:54 PM
The point of the Radient Servent has always been, to me at least, that any undead with hit dice equal to or slightly more than the servent is a goner. If a turning attempt under the varient rules does cleric level/d6 damage, how about a greater turning does 2Xcleric level/d6? Avg of 7.5 damage per level on a failed will save means most undead that a normal Radient servent would kill outright are just severely damaged (undead using the d12 for hit points). Turn resistence being weaker in the varient rules, this might balance out just about right.

Positive energy burst. Hmmmm. It's meant to be the pinnacle of the cleric's turning ability, dealing raw damage even to creatures he would normally not be able to turn. Now he can deal raw damage to anything anyway, so you could use positive energy burst to give him back a sort of original turning, causing undead to flee cower, or be destroyed. The flavor of the class is that the RSoP can use positive energy to attack undead in a lot of ways, so this might fit best. Treat it as a PHB style greater turning for the two turning attempts. That might add some versatility to the cleric, make something out of that ability.

Oh yeah, weapon groups. My vote would be just give them another group. I can't see any problem with that.
pukunui

06-03-07, 12:23 AM
Thanks, axiomatic vampire. So to summarize your comments:

1) Make greater turning do 2x damage
2) Make the positive energy burst thing do a "normal" greater turning (eg. spend two turn attempts to completely destroy undead)
3) Give them an extra weapon group feat

Would that be a fair summation?
strenoth

06-03-07, 01:08 AM
what he suggested works for me as well. I also use the turning varient.
pukunui

06-03-07, 01:17 AM
what he suggested works for me as well. I also use the turning varient.OK cool.
pukunui

06-09-07, 02:57 AM
:bump:

Just want to see if anyone else would like to put in their :twocents:
strenoth

06-09-07, 04:59 AM
just a general comment abotu the turning variant and boosts to turn checks/levels.

anythign that boosts turnign level, increases damage done.

anythign that provides a boost to your turning check, now boosts your DC for the turn.

so if you can get ahold of the Glory domain, the Exalted Turning feat, and the feat in Sandstorm that adds =3d6 fire damage, and yoru turning damage can sky rocket nicely.
pukunui

06-09-07, 05:26 AM
anythign that boosts turnign level, increases damage done.

anythign that provides a boost to your turning check, now boosts your DC for the turn.OK. Makes sense. I don't suppose you could name an example of the latter?

Also - does anyone have any comments regarding the changes to Turn Resistance with the Complete Divine turning variant? I had someone tell me in a different thread that the variant really weakens Turn Resistance ... it becomes a kind of Damage Reduction, by the looks of it, and not very good DR either.

I was thinking of doing what the other turning variant from Unearthed Arcana suggests: give undead with Turn Resistance of 4 or more a bonus (I think it's +2). I would then have Turn Resistance either work as Damage Reduction or as a bonus to the Will Save to resist the turn in the first place.
Which would be better?



Also, I was just rereading the Positive Energy Burst thing, and I don't think it really needs to be changed at all. The Complete Divine turning variant only allows clerics to affect undead within a 30ft radius centered on themselves. The Positive Energy Burst thing, though, allows them to affect undead within a 100ft radius. I'd say being able to more than triple your damage radius is definitely worth two turn attempts. Otherwise, it functions much like an alternate Greater Turning ... by the time a cleric is high enough level to make a Positive Energy Burst anyway, they'll be doing 14d6 dice of damage with a regular turn, or 28d6 dice of damage with a 2xdmg alternate Greater Turning. I'd say 28d6 dice would be enough to completely obliterate most undead anyway. So the Positive Energy Burst basically makes it so the cleric can affect undead much further away as well as forego having to roll any dice should the undead fail their saves. If they make their saves, though, they would take half-damage as though a Greater Turning had been made (so 14d6 instead of 28d6, by way of example).

Does that seem fair?
strenoth

06-09-07, 11:21 AM
Mkay, well, the Glory domain is +2 to turning checks (so +2 to save DC), and +1d6 to the # of HD turned (so translate it into +1d6 damage)

There's a special holy symbol in one of the planar books that increases your turning check, so they increase the DC instead.

Improved Turning increases yoru turning level by 1, so that's an extra +1d6 damage.

And yes, that seems fair.
pukunui

06-09-07, 05:36 PM
OK great. Thanks for that.

Isn't the Glory Domain one of the options for the Radiant Servant's third domain?