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Alternate idea for turning undead?
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<blockquote data-quote="DungeonmasterCal" data-source="post: 3257358" data-attributes="member: 5388"><p>Here's the house rule we use in my game:</p><p></p><p><strong>TURNING AND REBUKING UNDEAD</strong></p><p></p><p>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. </p><p></p><p>A successful Will Save grants the Undead a cumulative +1 to their Will Saves for each failed attempt in the same encounter.</p><p></p><p><strong>Evil Clerics and Undead</strong></p><p>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.</p><p></p><p>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</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>The Improved Turning Feat has been replaced with the following version:</p><p></p><p>IMPROVED TURNING [GENERAL]</p><p>Prerequisite: Ability to turn or rebuke creatures.</p><p>Benefit: You gain +2 on your attempt to Turn an undead creature, and do 1d6+1/2 level physical damage to undead.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DungeonmasterCal, post: 3257358, member: 5388"] Here's the house rule we use in my game: [B]TURNING AND REBUKING UNDEAD[/B] 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. [B]Evil Clerics and Undead[/B] 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. [/QUOTE]
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