| Post/Author/DateTime | Post |
|---|---|
| patrickcoyne04-30-07, 02:50 AM | Hi, I had a situation where a cleric successfully turned an Allip. The turning rules state that the turned creature will "flee from you by the best and fastest means available to them". I assume that for a zombie or a skeleton this means that they would run (possibly triggering AoOs). Since an Allip floats, this doesn't seem to be an option. It would simply withdraw (double move)... Does this sound right, or am I nitpicking :) Thanks. - Patrick |
| Borris04-30-07, 06:42 AM | Except for the fact that a zombie cannot run, this seems right. A turned undead will simply get away from the turning character as far and as fast as it can, to the best of its intelligence. A zombie will probably just move in the opposite direction, while an allip would pass through the closest wall and then increase the distance from the cleric as much as it can. Moving though the floor might be even quicker. Of course, it might be very hard to destroy the turned allip while it's in another room, and nothing prevents it from coming back to attack the party once the effect is gone. |
| runestar04-30-07, 07:35 AM | Zombies can still charge. I wonder if you could use the charge option to have them move at twice their speed?:P |
| Thiez04-30-07, 08:48 AM | The best option for a fleeing incorporeal undead is usually 'down'. |
| Ebonyte04-30-07, 04:07 PM | I'd say the Allip flees whichever way will get it away fastest, babbling incoherently and miserably in terror all the way. Poor Allip. You really ought to just bring some pills and a Ghost-Touch straight jacket, next time. As for zombies, Runestar, I'd say they ought to be able to charge. It works in the movies, right? And if you use the Fast Zombie option from Libris Mortis, your game gets a whole lot more interesting. More akin to 28 Days Later and the new Dawn of the Dead. |