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A thought on Turn Undead
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<blockquote data-quote="Sir Brennen" data-source="post: 3414416" data-attributes="member: 553"><p>If one were to make Undead Turning/Bolstering into a spell, then I would perhaps allow it to be spontaneously cast, just like healing spells. This would tie back to the OP's original thought of spending spell slots for Turning. The biggest (non-core) impact I can see is the Divine feats, which are fueled by spending a Turn Attempt per day.</p><p></p><p>Here's my own system, which uses Turning as Damage (nka Divine Channeling IMC, due to other uses it can be put to), and staggers the acquisition of Turn Attempts so the class isn't too front loaded.</p><p></p><p>==================</p><p></p><p>This section presents a change to the way Turning Undead is handled, making it similar to other spell-like abilities instead of the obscure, hold-over mechanic it is currently. A few other new options are also presented. Turning undead is a Divine Channeling technique, requiring a character to spend one of his divine channeling uses per day to activate. Turning undead is a standard action.</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px">Turning Damage</span></span></span></strong></p><p>Turning inflicts damage equal to 1d8 + 1d8 per 2 class levels to all undead within a 20' radius circle centered on the character. (The number of damage dice is basically equal to the cleric's BAB + 1.) Any undead in this area are allowed a Will save for half damage against a DC of [10 + cleric level + Cha modifier].</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px">Turn Attempts per Day</span></span></span></strong></p><p>The cleric has the ability to channel positive or negative soul energy, which is most commonly used to deal with the undead. The cleric can do this once per day at 1st level, with additional attempts gained at 2nd and 4th level. In addition, she receives a number of divine channeling uses equal to her Cha bonus (if any), gaining one at each odd-numbered level beginning at 1st.</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px">Using Negative Energy</span></span></span></strong></p><p>Characters who channel negative energy may not use it to harm undead directly. Instead, Turning which uses negative energy can be applied in any of the following ways:</p><p></p><p><strong><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Rebuking:</span></span></strong> Damage dealt to undead by turning with negative energy (rebuking) is tracked separately, similar to subdual damage, but has no effect until the rebuking damage exceeds a target's <em>total</em> hit points. Once this happens, the undead must make another Will Save, or become commanded (see below.) If the save is made, the undead are considered to be cowering (rebuked) instead. They will remain in a commanded or cowering state while the cleric is 30' of them and has line of sight. Should the cleric move beyond this range, lose line of sight or become unconscious, the undead will remain in a rebuked or commanded state for a number of minutes equal to the cleric's CHA bonus + 1. After this point, all rebuking damage against them is removed.</p><p></p><p><strong><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Commanding:</span></span></strong> Undead which have received rebuking damage in excess of their hit points and failed a second saving throw are commanded. The effect is similar to the <em>Control Undead</em> spell, except any number of undead can be affected whose total hit dice do not exceed the character's class level x 2. The effect lasts as long as the undead are within 30' of the cleric, and for a number of minutes equal to the character's CHA bonus + 1 after. A character may use another turn attempt against rebuked undead not under his control to try to command them. The targets get another Will save, but do not take any additional rebuking damage.</p><p></p><p><strong><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Healing:</span></span></strong> A character may use negative energyl to heal physical damage to undead rather than rebuke them. This uses a normal turn attempt.</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px">Enhanced Turning</span></span></span></strong></p><p>By redirecting part of the divine energy that would normally cause damage to undead, a character may add any of the following enhancements to his turn attempt. More than one enhancement may be used at a time, but effects do not stack with themselves.</p><p></p><p><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Sacred/Profane Light:</span></span> Sacrifice one die of damage to gain a +2 Sacred/Profane bonus to the Save DC</p><p><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Fearful Light:</span></span> Sacrifice a die of damage. A failed Will Save also leaves targets Shaken for 10 rounds</p><p><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Blinding Light:</span></span> Sacrifice <em>x</em> dice of damage. Any undead approaching the character treat him as if he were under the effects of a <em>Sanctuary</em> spell for a number of rounds equal to 1 + the number of dice sacrificed.</p><p><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Burning Light:</span></span> (Positive Energy only) Sacrifice a die of damage. On a failed REF save against the Turning DC, the targets have also caught on fire</p><p><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Bolstering Light:</span></span> (Negative Energy only) Sacrifice <em>x</em> dice of damage. For every two dice sacrificed, targets receive a +1 profane bonus to Will saves against Turning damage. This bonus lasts for 10 rounds</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px">Other Changes</span></span></span></strong></p><p>The changes to the Turning Undead rules impact some other rules designed for the official system. Here are the modifications to those rules to work with the variant presented on this page:</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'">Turning Other Creatures</span></span></strong></p><p>Some domains grant the ability to turn other creatures besides undead. These granted abilities follow the turning rules as presented here, with the exception that the save against turning damage uses the better of the creature's Fort or Ref bonuses.</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'">Turn Resistance</span></span></strong></p><p>Creatures with Turn resistance add this value to their Will save. A +2 Turn Resistance also gives Positive Energy Resistance 5, while +4 gives Positive Energy Resistance 10.</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'">Turn Susceptiblity</span></span></strong></p><p>Mindless undead, such as skeletons and zombies, are usually more vulnerable to Divine Channeling. Zombies typically have a -4 to their Will Save, and Skeletons a -2. When turning mindless creatures other than undead, they also receive a -2 penalty.</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'">Feats</span></span></strong></p><p><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Extra Turning:</span></span> grants +3 turning attempts per day</p><p><span style="color: SandyBrown"><span style="font-family: 'Palatino Linotype'"> • Improved Turning:</span></span> functions as written, but note how this affects the Save DC and damage with the new rules.</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'">Domains</span></span></strong></p><p>The granted power of the Sun domain is changed to "<em>Empowered Turning:</em> Once per day, Divine Channeling damage is increased by one-half"</p><p></p><p><strong><span style="color: DarkOrange"><span style="font-family: 'Palatino Linotype'">Magic Items</span></span></strong></p><p>The Phylactery of Undead Turning still functions as written, but note how this affects the Save DC and damage with the new rules.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 3414416, member: 553"] If one were to make Undead Turning/Bolstering into a spell, then I would perhaps allow it to be spontaneously cast, just like healing spells. This would tie back to the OP's original thought of spending spell slots for Turning. The biggest (non-core) impact I can see is the Divine feats, which are fueled by spending a Turn Attempt per day. Here's my own system, which uses Turning as Damage (nka Divine Channeling IMC, due to other uses it can be put to), and staggers the acquisition of Turn Attempts so the class isn't too front loaded. ================== This section presents a change to the way Turning Undead is handled, making it similar to other spell-like abilities instead of the obscure, hold-over mechanic it is currently. A few other new options are also presented. Turning undead is a Divine Channeling technique, requiring a character to spend one of his divine channeling uses per day to activate. Turning undead is a standard action. [b][color=DarkOrange][FONT=Palatino Linotype][SIZE=3]Turning Damage[/SIZE][/FONT][/color][/b] Turning inflicts damage equal to 1d8 + 1d8 per 2 class levels to all undead within a 20' radius circle centered on the character. (The number of damage dice is basically equal to the cleric's BAB + 1.) Any undead in this area are allowed a Will save for half damage against a DC of [10 + cleric level + Cha modifier]. [b][color=DarkOrange][FONT=Palatino Linotype][SIZE=3]Turn Attempts per Day[/SIZE][/FONT][/color][/b] The cleric has the ability to channel positive or negative soul energy, which is most commonly used to deal with the undead. The cleric can do this once per day at 1st level, with additional attempts gained at 2nd and 4th level. In addition, she receives a number of divine channeling uses equal to her Cha bonus (if any), gaining one at each odd-numbered level beginning at 1st. [b][color=DarkOrange][FONT=Palatino Linotype][SIZE=3]Using Negative Energy[/SIZE][/FONT][/color][/b] Characters who channel negative energy may not use it to harm undead directly. Instead, Turning which uses negative energy can be applied in any of the following ways: [b][color=SandyBrown][FONT=Palatino Linotype] • Rebuking:[/FONT][/color][/b] Damage dealt to undead by turning with negative energy (rebuking) is tracked separately, similar to subdual damage, but has no effect until the rebuking damage exceeds a target's [i]total[/i] hit points. Once this happens, the undead must make another Will Save, or become commanded (see below.) If the save is made, the undead are considered to be cowering (rebuked) instead. They will remain in a commanded or cowering state while the cleric is 30' of them and has line of sight. Should the cleric move beyond this range, lose line of sight or become unconscious, the undead will remain in a rebuked or commanded state for a number of minutes equal to the cleric's CHA bonus + 1. After this point, all rebuking damage against them is removed. [b][color=SandyBrown][FONT=Palatino Linotype] • Commanding:[/FONT][/color][/b] Undead which have received rebuking damage in excess of their hit points and failed a second saving throw are commanded. The effect is similar to the [i]Control Undead[/i] spell, except any number of undead can be affected whose total hit dice do not exceed the character's class level x 2. The effect lasts as long as the undead are within 30' of the cleric, and for a number of minutes equal to the character's CHA bonus + 1 after. A character may use another turn attempt against rebuked undead not under his control to try to command them. The targets get another Will save, but do not take any additional rebuking damage. [b][color=SandyBrown][FONT=Palatino Linotype] • Healing:[/FONT][/color][/b] A character may use negative energyl to heal physical damage to undead rather than rebuke them. This uses a normal turn attempt. [b][color=DarkOrange][FONT=Palatino Linotype][SIZE=3]Enhanced Turning[/SIZE][/FONT][/color][/b] By redirecting part of the divine energy that would normally cause damage to undead, a character may add any of the following enhancements to his turn attempt. More than one enhancement may be used at a time, but effects do not stack with themselves. [color=SandyBrown][FONT=Palatino Linotype] • Sacred/Profane Light:[/FONT][/color] Sacrifice one die of damage to gain a +2 Sacred/Profane bonus to the Save DC [color=SandyBrown][FONT=Palatino Linotype] • Fearful Light:[/FONT][/color] Sacrifice a die of damage. A failed Will Save also leaves targets Shaken for 10 rounds [color=SandyBrown][FONT=Palatino Linotype] • Blinding Light:[/FONT][/color] Sacrifice [i]x[/i] dice of damage. Any undead approaching the character treat him as if he were under the effects of a [i]Sanctuary[/i] spell for a number of rounds equal to 1 + the number of dice sacrificed. [color=SandyBrown][FONT=Palatino Linotype] • Burning Light:[/FONT][/color] (Positive Energy only) Sacrifice a die of damage. On a failed REF save against the Turning DC, the targets have also caught on fire [color=SandyBrown][FONT=Palatino Linotype] • Bolstering Light:[/FONT][/color] (Negative Energy only) Sacrifice [i]x[/i] dice of damage. For every two dice sacrificed, targets receive a +1 profane bonus to Will saves against Turning damage. This bonus lasts for 10 rounds [b][color=DarkOrange][FONT=Palatino Linotype][SIZE=3]Other Changes[/SIZE][/FONT][/color][/b] The changes to the Turning Undead rules impact some other rules designed for the official system. Here are the modifications to those rules to work with the variant presented on this page: [b][color=DarkOrange][FONT=Palatino Linotype]Turning Other Creatures[/FONT][/color][/b] Some domains grant the ability to turn other creatures besides undead. These granted abilities follow the turning rules as presented here, with the exception that the save against turning damage uses the better of the creature's Fort or Ref bonuses. [b][color=DarkOrange][FONT=Palatino Linotype]Turn Resistance[/FONT][/color][/b] Creatures with Turn resistance add this value to their Will save. A +2 Turn Resistance also gives Positive Energy Resistance 5, while +4 gives Positive Energy Resistance 10. [b][color=DarkOrange][FONT=Palatino Linotype]Turn Susceptiblity[/FONT][/color][/b] Mindless undead, such as skeletons and zombies, are usually more vulnerable to Divine Channeling. Zombies typically have a -4 to their Will Save, and Skeletons a -2. When turning mindless creatures other than undead, they also receive a -2 penalty. [b][color=DarkOrange][FONT=Palatino Linotype]Feats[/FONT][/color][/b] [color=SandyBrown][FONT=Palatino Linotype] • Extra Turning:[/FONT][/color] grants +3 turning attempts per day [color=SandyBrown][FONT=Palatino Linotype] • Improved Turning:[/FONT][/color] functions as written, but note how this affects the Save DC and damage with the new rules. [b][color=DarkOrange][FONT=Palatino Linotype]Domains[/FONT][/color][/b] The granted power of the Sun domain is changed to "[i]Empowered Turning:[/i] Once per day, Divine Channeling damage is increased by one-half" [b][color=DarkOrange][FONT=Palatino Linotype]Magic Items[/FONT][/color][/b] The Phylactery of Undead Turning still functions as written, but note how this affects the Save DC and damage with the new rules. [/QUOTE]
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