Alternate idea for turning undead?

CruelSummerLord

First Post
This is just a random idea for turning undead, which I've noticed people complaining about in another thread. Keep in mind that it's a spur-of-the-moment thing, and I'm not all that big on the crunchy parts of 3E, so be nice, alright?

Could there just be a Will saving throw on the part of the monsters to avoid being turned or controlled? Maybe a cleric can only turn at 1st level, and, say, destroy/command at 6th level?

Two DCs would be calculated-one for turning, and one for commanding/destruction. The number for turning is obviously easier to obtain, factoring in the cleric's level much like the way level is factored in for saving throws against spellcasting, while the number for commanding or destruction only takes half the level into account?

The intention here might be to have essentially mindless opponents like skeletons and zombies be easily turned or destroyed at high levels, since they essentially have no wisdom or intelligence to bolster their saving throws. Powerful undead like vampires and liches, OTOH, usually have high Wisdom and Intelligence, so they have a much higher chance to resist being turned, and an even higher chance to avoid being commanded or destroyed, since only half the cleric's level is taken into account when calculating the DC for being commanded/destroyed as opposed to being turned.

Turning undead is almost like spellcasting in a sense-same calculations, so it meshes better with the rest of the system, and the cleric's ability to affect undead and demons goes up as they become stronger, while the powerful monsters' own high Wisdom and Intelligence, along with the much lower DC for destruction or commanding, makes it that much more likely that the PCs have to take them out the hard way.

Thoughts?
 

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Cruel,

There's a new way to turn undead in Complete Divine. Not sure if that's what you're looking for or not...
 

Here's the house rule we use in my game:

TURNING AND REBUKING UNDEAD

A good or neutral cleric who chooses the ability to channel positive energy now has a Turning DC as part of his character’s abilities. This DC is calculated as 10 + ½ Cleric Level + CHA Bonus. Thus, a 4th Level Cleric with a CHA of 16 would have a Turning DC of 15. To Turn Undead, the creatures must make a Will Saving Throw vs. this DC. If the undead being turned has Turn Resistance, this bonus is added to its saving throw. Failure results in all undead within the standard range (60’-- as defined by the rules for Turning) suffering a penalty equal to the Cleric or Paladin’s Charisma bonus to every attack, save, or skill check, as well fleeing from the cleric or cowering for 2d6 + CHA Bonus rounds. The same rule for coming closer than 10’ still applies; the undead will not attack unless someone comes within that range.

A successful Will Save grants the Undead a cumulative +1 to their Will Saves for each failed attempt in the same encounter.

Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.

The rebuked undead suffer a penalty to attacks, saves, and damage equal to the rebuking cleric’s CHA Bonus. Rebuking is accomplished via the same method as Turning. The effect lasts 2d6 + CHA Bonus rounds

Alternately, an evil or neutral cleric may wish to command the undead. The mechanic for this is the same; if they fail their save they can be commanded by the cleric for 2d6 + CHA Bonus rounds. After which, he must make another turning attempt to keep control over them.

To Dispel Turning, the evil cleric must make a successful turning check with a DC equal to or greater than the turning check made by the good cleric.

Bolstering Undead: An evil or neutral cleric can bolster undead within range by spending one of his daily turning attempts. This gives the recipients of the bolster a bonus on Saving Throws equal to the cleric’s Charisma Bonus for 2d6 + CHA Bonus rounds

The Improved Turning Feat has been replaced with the following version:

IMPROVED TURNING [GENERAL]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: You gain +2 on your attempt to Turn an undead creature, and do 1d6+1/2 level physical damage to undead.

The Prayer Spell remains unchanged, except its benefits extend to +1 to a cleric or paladin’s Turn Undead roll and –1 to an undead’s Will Save.
 



DMCal......how did destroying undead work? Your houserule doesn't mention how it's accomplished in this set-up, since it obviously doesn't use the standard set-up. Is it simply that undead with no more hit dice than half the cleric's level are destroyed, instead of turned, if they fail the save? Or no?

Is that same sorta restriction used for commanding undead (as opposed to merely rebuking them)?

If destroying undead is still doable that way, I would expect commanded undead to remain under the evil cleric's control indefinitely, so long as the undeads' total hit dice were within a certain limit, as normal..... Gaining brief control over some undead, as opposed to destroying them permanently, seems kinda less effective.

I'm not sure how this would work out in play, though, and don't have the chance to playtest it...... So I'm not sure how well it actually works (or if it's under- or over-powered).


Anyway, here are a few turning/rebuking alternatives I might propose..... I don't have Complete Divine, but I'm fairly sure I've read about its turn/rebuke change before, and thought it was overpowered or something.....

1st Variant: Simple Damage/Healing Version
[sblock]Turn/Rebuke Undead (Su): As a standard action that does not provoke attacks of opportunity, you may activate this supernatural ability targeting all undead creatures within a 60-foot emanation. You must present your holy symbol or unholy symbol boldly towards the undead, held forth in one hand. Bright light shines forth when turning undead, or brief rays of darkness pulse outward when rebuking undead. Any undead to be affected must be within your line of sight. You may turn undead if you are a paladin with the Turn Undead ability, or if you are a cleric who casts spontaneous Cure spells. You may rebuke undead if you are a cleric who casts spontaneous Inflict spells. Certain other classes may also possess one ability or the other. The effects of turning or rebuking undead are instantaneous, except where mentioned otherwise.

When you activate this ability, you deal positive energy damage (if turning) or negative energy damage (if rebuking) to each undead creature within the area of effect. The damage is equal to your cleric level plus your Charisma modifier, to a minimum of 1 damage. Note that negative energy heals undead, rather than harming them.

You may further increase the damage dealt, or healed (by negative energy damage), by spending more than one turning or rebuking attempt when you activate this ability. For each additional daily use expended at the same time, double the damage. You cannot, however, expend more than half of your daily number of turning or rebuking attempts at once.

Note that two doublings is a tripling, three doublings is a quadrupling, and so on. Thus, if you spend four turning attempts at once, you deal four times normal damage. However, to do so, you would need to be capable of at least eight turning attempts per day.

Each undead creature to be damaged, rather than healed, is allowed a Will saving throw to negate this damage against itself. The save DC is equal to 10 + half your cleric level + your Charisma modifier. Turn Resistance possessed by the undead creatures, if any, is applied on their saving throw, and also applies effectively as Damage Reduction against the positive energy damage, if any.

You cannot bolster undead, dispel turning, or command undead with this variant.[/sblock]

2nd Variant: Advanced Damage/Healing Version
[sblock]Turn/Rebuke Undead (Su): As a standard action that does not provoke attacks of opportunity, you may activate this supernatural ability targeting all undead creatures within a 60-foot emanation. You must present your holy symbol or unholy symbol boldly towards the undead, held forth in one hand. Bright light shines forth when turning undead, or brief rays of darkness pulse outward when rebuking undead. Any undead to be affected must be within your line of sight. You may turn undead if you are a paladin with the Turn Undead ability, or if you are a cleric who casts spontaneous Cure spells. You may rebuke undead if you are a cleric who casts spontaneous Inflict spells. Certain other classes may also possess one ability or the other. The effects of turning or rebuking undead are instantaneous, except where mentioned otherwise.

When you activate this ability, you deal positive energy damage (if turning) or negative energy damage (if rebuking) to each undead creature within the area of effect. The damage is 1d4 + your Charisma modifier. You deal a minimum of 1 damage per die, regardless of Charisma. Note that negative energy heals undead, rather than harming them. Any undead with Turn Resistance apply that modifier as though to Damage Reduction of 0/-, similar to a barbarian's, against this ability. Thus, for instance, an undead creature with Turn Resistance +2 effectively has Damage Reduction 2/- against this ability. This does not, however, apply against any healing from this ability.

You cannot affect more than 1 undead creature per cleric level, plus 1 undead creature per point of positive Charisma modifier, with each turning or rebuking attempt, and the closest creatures are affected first. Regardless of Charisma or effective cleric level, you may turn or rebuke a minimum of 1 undead creature, as long as you possess the ability to turn or rebuke undead.

If there are fewer undead than this, within the area of effect, then the remaining damage dice are distributed amongst the closest undead, until all of them are distributed. However, no more dice of damage may be dealt to any single undead, with each turning or rebuking attempt, than half your cleric level plus your full Charisma modifier, to a minimum of 1 die. Thus, if you were a 2nd-level cleric and had a Charisma modifier of +2, your maximum damage against any given undead creature, with each turning or rebuking attempt, would be 3d4 + your Charisma modifier. Furthermore, your Charisma modifier applies only once to the damage against each undead creature, for each turning or rebuking attempt.

As an example, if there are four undead and you are able to affect only up to four undead, then you would deal 1d4 + your Charisma modifier in damage to each. But if you were only able to affect two undead, then this would only be dealt to the closest two. On the other hand, if there were three undead, and you had the capacity to affect up to seven, then you would deal 3d4 + your Charisma modifier in damage to the closest undead, 2d4 + your Charisma modifier in damage to the second-closest, and 2d4 + your Charisma modifier in damage to the third-closest.

If you turn undead, then any who are destroyed by this ability are completely obliterated, leaving no remains except for any items worn or carried. This does not destroy the soul, if any, but returns the soul to wherever it belongs among the Outer Planes or the afterlife.

If you rebuke undead, then any undead creature you would heal by an amount equal to, or greater than, its normal maximum hit points is instead brought under your command, if not already under your command. When this occurs, then it replaces the healing that would have taken place for that undead creature. If the undead creature has Turn Resistance, apply double that modifier to the creature's effective total hit points, for purposes of determining whether or not the creature is brought under your command. Thus, Turn Resistance of +2 would add +4 to the creature's effective hit points for this purpose.

At the moment these undead are brought under your control, they cease following all former orders from other undead-controlling abilities and effects, and instead halt to await your commands. If they were attacking you or otherwise hindering you, they cease and, if keeping you bound or your mouth covered, cease doing that as well. They will not drop you or let go if they were already holding you beforehand, but they will cease covering your mouth if they were covering it before.

Undead brought under command by this ability are permanently under your mental control, but may only carry out orders within the limits of its Intelligence; a mindless undead with no Intelligence score can only perform the simplest functions. Issuing commands to undead controlled in this manner functions as per the core rules.

You cannot bolster undead or dispel turning with this variant.[/sblock]

3rd Variant: Closer To Standard But Simpler Version
[sblock]Turn/Rebuke Undead (Su): As a standard action that does not provoke attacks of opportunity, you may activate this supernatural ability targeting all undead creatures within a 60-foot emanation. You must present your holy symbol or unholy symbol boldly towards the undead, held forth in one hand. Bright light shines forth when turning undead, or brief rays of darkness pulse outward when rebuking undead. Any undead to be affected must be within your line of sight. You may turn undead if you are a paladin with the Turn Undead ability, or if you are a cleric who casts spontaneous Cure spells. You may rebuke undead if you are a cleric who casts spontaneous Inflict spells. Certain other classes may also possess one ability or the other. The effects of turning or rebuking undead are instantaneous, except where mentioned otherwise.

Each undead creature is turned or rebuked if it fails a Will saving throw, against a DC equal to 5 + your cleric level + your Charisma modifier. Each undead creature who fails the Will save, are destroyed or commanded if their number of hit dice is no greater than half your cleric level. Turned undead are destroyed in this manner if the conditions are met, while rebuked undead are destroyed in this manner if the conditions are met. Any undead creatures with Turn Resistance apply it as a bonus to their Will save, and their effective number of hit dice for purposes of determining whether or not they are eligible to be destroyed or commanded.

The effects of turning, rebuking, destroying, and commanding undead are the same as in the core rules, except that clerics cannot command undead with hit dice greater than half the cleric's level.

Clerics who rebuke undead may expend one of their Rebuke Undead attempts for the day, to grant up to two undead creatures per cleric level a +2 bonus on Will saving throws against turning or rebuking for 1 minute (10 rounds); this replaces the standard method of bolstering undead. The cleric chooses which undead to affect in this manner. The save bonus does not stack with itself. However, the save bonus increases by +2 per 5 cleric levels.

The dispel turning action can still be used, but simply functions like the aforementioned bolster undead action, except as follows. Instead of gaining a bonus on Will saves, the affected undead are allowed a new Will save against the previous turning or rebuking effect upon them.[/sblock]

4th Variant: Simple Paralysis/Destruction/Control Version
[sblock]Turn/Rebuke Undead (Su): As a standard action that does not provoke attacks of opportunity, you may activate this supernatural ability targeting all undead creatures within a 60-foot emanation. You must present your holy symbol or unholy symbol boldly towards the undead, held forth in one hand. Bright light shines forth when turning undead, or brief rays of darkness pulse outward when rebuking undead. Any undead to be affected must be within your line of sight. You may turn undead if you are a paladin with the Turn Undead ability, or if you are a cleric who casts spontaneous Cure spells. You may rebuke undead if you are a cleric who casts spontaneous Inflict spells. Certain other classes may also possess one ability or the other. The effects of turning or rebuking undead are instantaneous, except where mentioned otherwise.

To turn undead, you must make a Charisma check. Add your cleric level to this check as a sacred bonus. The result is the total number of hit dice worth of undead you may affect. The closest undead are affected first. Affected undead must succeed at a Will saving throw or be effectively paralyzed and unable to act, by the power of positive energy, for 5 rounds. Affected undead fall prone if paralyzed thusly. The Will save DC is equal to 5 + your cleric level. Undead with Turn Resistance add its modifier to their effective number of hit dice when determining if they may be turned, and the modifier is added to their Will save as well. Any undead creature who fails the saving throw by 10 or more points, or who fails the save and has no more than half as many hit dice as you have cleric levels, is destroyed instead of paralyzed. All physical remains of the undead creature are obliterated in this case, leaving no trace.

Rebuking undead is handled in the same manner, with the following differences. The extra bonus on your Charisma check is profane rather than sacred. Undead who are paralyzed by rebuking are only affected so for 3 rounds, rather than 5 rounds. Undead who would be destroyed are instead brought under your command. Undead who are brought under your command in this manner are controlled in the same manner as in the core rules.

If you have the ability to rebuke undead, you may use this ability to bolster them instead when desired. You determine how many undead are affected, and which ones, in the same manner. However, instead of them receiving saving throws against the bolstering, they simply gain a +2 bonus on saving throws against further rebuking and turning attempts for 10 rounds.

If you have the ability to rebuke undead, you may use this ability to dispel paralysis on undead when desired, instead of rebuking them normally. This only affects paralysis from earlier turning and rebuking attempts. You determine how many undead are affected, and which ones, in the same manner. Instead of the undead receiving saving throws against your ability this time, however, the individual who turned or rebuked them previously makes a new check to oppose your own. If their new check fails to equal or exceed your own, then the undead you affected with this rebuking attempt are no longer paralyzed.[/sblock]
 

Let's assume a party of 15th level characters encounters a Mummy Lord. The Mummy Lord's Will save is +20, and may have access to spells or magic items that will boost this, so let's give it a +23.

The 15th level cleric, we'll assume, has a very high Wisdom, but only a high Charisma. Let's call it 16. And, he has one bonus of some sort applied to his turning power, for a +2. So, his total on this system is 22. The Mummy Lord will only fail on a 1.

So, let's try a regular mummy. The regular mummy is CR 5, so the party is 5th level. The cleric in the party has a Turn DC of 15. The mummy's Will save is +8. The mummy will save on a 7 or better--he has a 70% chance of saving.

In the case of the Mummy Lord, let's say our cleric is devoted to turning undead, and, through abilities and magic items has a Turn DC of 27. Further, the party's wizard has effectively suppressed some of the Mummy Lord's magical bonuses so that the Mummy's save is back down to a +20. Now the chance of saving is back down to 70%, and the cleric could, in fact, send the boss undead running, though isn't as likely to do so.

Dave
 


DungeonmasterCal said:
Here's the house rule we use in my game:

TURNING AND REBUKING UNDEAD
As previously noted, this makes turning better undead rather weak. As a spur-of-the-moment idea, how about boosting it by allowing the cleric to boost it by expending a domain spell slot? Say 2x slot expended.

So the 15th level cleric could expend an 8th level spell and add 16 to the DC for a DC of 37 or so. Not so easy for the Mummy Lord now.
 

It might be interesting to tie the ability to some sort of 'Faith' skill, so that individuals are free to work on or expand the ability or to leave it behind and use the skill points elsewhere. I would certainly bump the number of skill points that a cleric gets if this was implemented.

It would work in a similar manner to other skills or the current mechanic being a Skill + Mod check vs. the Undead HD (+adjustments), although the table might need to be tweaked. It would also lead to Feats like Skill Focus (Faith), or other abilities that improve skill use (like bards playing a funeral dirge (inspire competence) to aid the Priest confronted with the unliving). Creatures affected or the manner in which they are affected could be dictated by the specific deity, by alignment, or other domain focus (animal, vermin, elemental, etc).

All in all, quite similar to the current mechanic but with the flexibility that the PC can choose to specialize or not, or to enhance with feats or not, or to just leave the whole thing behind when it becomes useless (like higher levels when the vast majority of undead either drop dead immediately or are just simply effectively immune... no more point in dropping skill points anymore).

I can also see those scenes from the movies where the vampire grabs the holy symbol and says, "You have to have faith, for that to work" (scene from Fright Night).
 
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