Alternate Turning Rules [Archive] - Wizards Community

Post/Author/DateTimePost
Tony111

10-28-05, 11:29 AM
Alternate Turning Rules


Turn Undead

30 burst centered on the cleric
1d6 sacred damage per cleric level
will save for half
DC = 10 + 1/2 cleric level + charisma bonus
Turn Resistance applies as a bonus to this save
If an undead fails by 5 or more it is dazed for 1 round in addition to full damage
If an undead fails by 10 or more it is panicked for 10 minutes in addition to full damage

Undead with more than twice as many hit dice as your cleric level are never panicked.

****

A paladin turns as a cleric of half his level, namely:
1d6 damage per two paladins levels
will save for half
DC = 10 +1/4 paladin level + charisma bonus

Undead with hit dice greater than your paladin level are never panicked.

****

Sun Domain

The turning attempt is empowered [for sacred damage dealt] and the DC is increased by 2. Daylight illuminates the area for 1 round.

****

Rubuke/Command Undead

30 foot burst centered on the cleric
will save or become fascinated
DC = 10 + 1/2 cleric level + charisma bonus
turn resistance applies as a bonus to this save
If an undead fails by 5 or more it is charmed for 10 minues
If an undead fails by 10 or more it is dominated for 10 minutes

Undead with more than twice as many hit dice as your cleric level are never dominated.

****

Bolster Undead

Bolstering expends one Rebuke Attempt
30 foot burst centered on the cleric
Duration 1 minute per level
Anytime anyone attempts to turn/rebuke a bolstered undead, they must first win an opposed caster level check with the bolsterer. If the turner fails, then that turn attempt is blocked vs. that undead. The turner can always try again later. Tie = roll again.
Bolster creates an aura of necromancy (strength by caster level) that shows up to detect magic.



Thoughts?


-Tony
Tony111

10-31-05, 02:37 PM
Toss out an opinion; you know you want to.




-Tony