| Post/Author/DateTime | Post |
|---|---|
| Tony11110-28-05, 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 |
| Tony11110-31-05, 02:37 PM | Toss out an opinion; you know you want to. -Tony |