They don't have it, and they're going to need it. It's hard to believe that no one has made a high level cleric with the Sun Domain, but as it is, I, a 21 paladin, can turn Clive, a 21 vampire, 35 percent of the time. A 20th level cleric with a +4 Charisma mod can turn Clive 60% of the time, 75% of the time if the Cleric takes Improved Turning. That's 90% for all of the other vampires.
So, in a CvC where both sides see each other coming, the 20 Cleric with Improved Turning can stop all but one of the vampires cold 9/10 times.
Back when Dain was fighting the vampires solo, I'd have argued that the Turn Resistance would be overkill, but if we're going to have meaningful exchanges between the forces of good and the forces of bloodbloodbloodblood, the Vampires need a chance to actually participate in those exchanges.
In perspective, a 20 Cleric with the Sun Domain and Improved Turning would have a 20-45% chance to turn Clive, depending on how the extra d6 from Improved Turning resulted. That's a 35-60% chance for the level 20 vampires, all of this assuming that the Cleric has a +4 Cha Mod; the cleric could have a +5, or even a +6, improving odds by 5-10%.
While I love being able to Turn the vampires and make those fights manageable, I think it's in the best interest of player conflict to get the Turn Resistance in, if at all possible. If it's not possible, well, sorry vamps. I'ma get my stompin' boots.
So, in a CvC where both sides see each other coming, the 20 Cleric with Improved Turning can stop all but one of the vampires cold 9/10 times.
Back when Dain was fighting the vampires solo, I'd have argued that the Turn Resistance would be overkill, but if we're going to have meaningful exchanges between the forces of good and the forces of bloodbloodbloodblood, the Vampires need a chance to actually participate in those exchanges.
In perspective, a 20 Cleric with the Sun Domain and Improved Turning would have a 20-45% chance to turn Clive, depending on how the extra d6 from Improved Turning resulted. That's a 35-60% chance for the level 20 vampires, all of this assuming that the Cleric has a +4 Cha Mod; the cleric could have a +5, or even a +6, improving odds by 5-10%.
While I love being able to Turn the vampires and make those fights manageable, I think it's in the best interest of player conflict to get the Turn Resistance in, if at all possible. If it's not possible, well, sorry vamps. I'ma get my stompin' boots.
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