Re: Turning undead variant
- From: Lorenz.Lang@xxxxxx
- Date: 30 Sep 2005 11:31:35 -0700
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
.
- References:
- Turning undead variant
- From: Bradd W. Szonye
- Turning undead variant
- Prev by Date: Re: News- Iraq Agrees on Constitution
- Next by Date: Re: News- Iraq Agrees on Constitution
- Previous by thread: Turning undead variant
- Index(es):
Relevant Pages
|