GoodKingJayIII
First Post
This rule below is for clerics that channel positive energy.
1. The Cleric make a caster level check with a bonus/penalty equal to his Charisma modifier
2. The DC = 10 + 1/2 Undead's HD + Undead Charisma modifier. The caster level check in step one is rolled once and measured against the DCs of each individual undead creature in the encounter (if you're looking for a number, within a 50' radius)
3. If the cleric beats a particular Undead's DC, that undead creature takes a -2 penalty on attack rolls, AC, and saving throws. The lowest HD undead are affected first, followed by the next lowest, and so forth. A cleric can only affect a number of undead HD equal to his level plus his Charisma modifier (positive or negative).
If the cleric channels negative energy:
Steps 1 and 2 are the same.
3. The cleric may command a number of undead HD equal to his level plus Charisma modifier (positive or negative). The undead with the lowest total HD are affected first, followed by the next lowest, etc. etc.
4. After the first round, undead under a cleric's command get a Will save equal 10 + 1/2 cleric's level + Charisma modifier. Each round after the second, they gain a cumulative +1 bonus to the save.
I realize that step two can cause some problems, measuring against multiple DCs if you're running encounters with many types of undead. Definitely a flaw I considered. An easy solution is to measure the cleric's caster level check against the DC of the highest HD creature(s) in the encounter. If he succeeds, follow to step 3 normally. If he fails, he fails outright and may not "rebuke" or command any of the undead in the encounter. This reflects a stronger undead presence able to bolster and direct the lesser undead in the group.
The goal of these rules is to create a streamlined set of steps that a) eliminates some of the confusion in the current turn/rebuke rules, b) brings the system of turning/rebuking in line with some more common tenets set up by the 3.5 rules system, and c) eliminate turning as a "be all, end all" move for an encounter. I'm sure alternative rules like these have come up before. There are probably much better versions out there. But this is something I want to play with, and I figured I'd post the idea in the hopes that you'll critique it for better clarity and simplicity of execution. I'm trying to speed up the rules, eliminate the need for a a book reference every time a cleric wants to turn (IME, the RAW turning rules are the most complicated next to the grapple rules). So if this house rule actually makes it harder, that's bad.
Thanks in advance for your advice.
1. The Cleric make a caster level check with a bonus/penalty equal to his Charisma modifier
2. The DC = 10 + 1/2 Undead's HD + Undead Charisma modifier. The caster level check in step one is rolled once and measured against the DCs of each individual undead creature in the encounter (if you're looking for a number, within a 50' radius)
3. If the cleric beats a particular Undead's DC, that undead creature takes a -2 penalty on attack rolls, AC, and saving throws. The lowest HD undead are affected first, followed by the next lowest, and so forth. A cleric can only affect a number of undead HD equal to his level plus his Charisma modifier (positive or negative).
If the cleric channels negative energy:
Steps 1 and 2 are the same.
3. The cleric may command a number of undead HD equal to his level plus Charisma modifier (positive or negative). The undead with the lowest total HD are affected first, followed by the next lowest, etc. etc.
4. After the first round, undead under a cleric's command get a Will save equal 10 + 1/2 cleric's level + Charisma modifier. Each round after the second, they gain a cumulative +1 bonus to the save.
I realize that step two can cause some problems, measuring against multiple DCs if you're running encounters with many types of undead. Definitely a flaw I considered. An easy solution is to measure the cleric's caster level check against the DC of the highest HD creature(s) in the encounter. If he succeeds, follow to step 3 normally. If he fails, he fails outright and may not "rebuke" or command any of the undead in the encounter. This reflects a stronger undead presence able to bolster and direct the lesser undead in the group.
The goal of these rules is to create a streamlined set of steps that a) eliminates some of the confusion in the current turn/rebuke rules, b) brings the system of turning/rebuking in line with some more common tenets set up by the 3.5 rules system, and c) eliminate turning as a "be all, end all" move for an encounter. I'm sure alternative rules like these have come up before. There are probably much better versions out there. But this is something I want to play with, and I figured I'd post the idea in the hopes that you'll critique it for better clarity and simplicity of execution. I'm trying to speed up the rules, eliminate the need for a a book reference every time a cleric wants to turn (IME, the RAW turning rules are the most complicated next to the grapple rules). So if this house rule actually makes it harder, that's bad.
Thanks in advance for your advice.
