Re: Turning undead variant




Bradd W. Szonye wrote:
> I like the turning undead variant in Complete Divine, and it works well
> enough in play, but I'm not entirely happy with it. While I do like the
> damage effect, I miss the fear effects, and I don't like the evil
> version at all (healing undead).
>
> I like some aspects of the standard rules:
> * The effect on high-level undead is limited.
> * Undead fear the cleric.
> * Clerics can destroy or command low-level undead.
>
> However, I strongly dislike the standard turning check and turning
> damage mechanics, and I don't like the fact that high-level undead are
> completely immune to turning. Here's my attempt to steal the best bits
> from the standard and Complete Divine versions. Please comment!

Very good idea!

> VARIANT: TURN OR REBUKE UNDEAD
>
> Times per Day: 3 + Charisma modifier (as PHB).
> Area: 60 burst centered on you.
> Saving Throw: Will negates (DC 10 + 1/2 cleric level + Cha modifier).
>
> Effects of Turning
>
> You deal 1d6 points of positive energy damage per level to all affected
> undead with Hit Dice less than or equal to your level. Undead damaged by
> this effect are turned; other affected undead are held at bay.
>
> Held at Bay: The undead are shaken and cannot move closer to you for as
> long as you concentrate.
>
> Turned: The undead are frightened for as long as you concentrate and
> held at bay for 10 rounds afterward.

I'd say: turned as long as the cleric concentrates and they are within
line of sight, plus 1d4 (?) rounds. Otherwise the cleric concentrates
until 'the undead have left the building'.
A few rounds after leaving line of sight or concentration stops
they would be held at bay for 10 rounds.

> Effects of Rebuking
>
> Affected undead with more Hit Dice than your level are immobilized,
> those with more than half your level are rebuked, and the rest are
> commanded.
>
> Immobilized: The undead creatures' Speed becomes 0 for as long as you
> concentrate. Otherwise, they can act normally.
>
> Rebuked: The undead cower for as long as you concentrate and are
> immobilized for 10 rounds afterward.
>
> Commanded: See PHB.

Can't find a fly in the ointment. :)

> Bolstering Undead: You may channel negative energy to bolster undead
> within your turning area. You grant the undead temporary hit points
> equal to 1d8 + your cleric level. Affected undead cannot be held at bay
> or turned until their hit points fall below their normal hit point
> total. Undead already held at bay or turned receive a new Will save to
> negate the turning.

For how long do the temp hp stay?
Why not temp HD? Maybe 1d12 per 3 levels of the cleric?
The undead would get more hp to resist being damaged and destroyed
and get a better save. Wouldn't that be simpler?
Being immune to turning until the temp hp are gone is a bit much IMO.

LL

.



Relevant Pages

  • Re: {kjd-exp} Undead (sub)type and turning
    ... Turning *loses applicability* as you level. ... 'Turn Undead' is an iconic ability. ... And lots of feats to work with to make ... Clerics have *squat* to make themselves better at turning. ...
    (rec.games.frp.dnd)
  • Re: {kjd-exp} Undead (sub)type and turning
    ... them) and more powerful undead. ... I think you've spent too much time looking at skeletons and zombies ... Turning *loses applicability* as you level. ... and the 9th level cleric/morninglord of lathander dusted ...
    (rec.games.frp.dnd)
  • Re: {kjd-exp} Undead (sub)type and turning
    ... them) and more powerful undead. ... I think you've spent too much time looking at skeletons and zombies ... Turning *loses applicability* as you level. ... Most intelligent undead are templated and don't use the 'monster type' ...
    (rec.games.frp.dnd)
  • Re: Turning Undead - Broke?
    ... turning dependent on the undead's HD; ... result, at higher levels, the undead HD simply outstrips the cleric's ... A turning attempt is a burst effect with a radius of 60 feet. ... I don't see a need for a turn roll either, just make it a will save. ...
    (rec.games.frp.dnd)
  • Re: Turning undead variant
    ... >> 1) Deals positive energy damage to all undead in the area: ... > I'm not sure yet whether turning damage should be save-for-half ... >> TURN RESISTANCE: Turn Resistance soaks some damage from ...
    (rec.games.frp.dnd)