Alternative turning rule questions.

Alternative turning rule questions.

I really like the alternative rules for clerics in complete divine , but I do have some questions

1. when you have knowledge religion of 5 or higher, in the traditional turning rules, it gives +2 to checks, would it do anything using the alt rules. if so what would it do?

2. Sun: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

How does greater turning work with the alternative rules?:

3. There are a number of feats that change the nature of the actual turning of undead. how do the following change when used with the alt turning rules:
Disciple of the Sun
Empower Turning
Exalted Turning
Heighten Turning
Light of Aurifar
Positive Energy Aura


Any official rules are preferred, but good house rules can be posted here as well.

also feel free to add any other querries. if we can hammer out something descent, it may help a great deal.
 

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Depend how the DM wants to treat what "Turned" means. It used to be a specific state. Now that turning does damage, there is as much as a "turned" status as there is a "Fireballed" status.

So

1. Nothing or +2 damage added to the damage rolled.

2. Nothing or Destroys any undead damage regardless of the save.

3. The Player and DM really have to work out those feats.

House rules?

First thing I suggest is house rule the sun domain whether you use the turning varient or not.
Sun domain: Replacement Granted power: You may cast your Cure & Inflict spells as a short ranged rays rather than touch spells.

This can save lives and is always useful, even on days the undead don't show up, but can't One-Shot the BBEG on a lucky roll.
 
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Alternative Cleric Turning

Hi,

This is my take:

Greater Turning is usually useable once or at a max of 3/day. Make the d6 into d10 for that Turning.

Improved Turning out of PHB adds +1 Level for Turning Only. Add +1 to the DC.

Empowered Turning should be d6 to d8's. or a Class Feature or a New Feat: Blessed Turning.

Religion 5 Ranks should add +2 to the total Dice Roll. Not much, but an edge nonetheless.

And That's The Thoughts...
 

I'm using it in a couple of my campaigns and the other area I found that you would need to flesh out would be how consecrate/desecrate (or maybe hallow/unhallow - I don't have my books handy) interact with it.

Edit: I've been kicking around the idea of having 5 ranks in Knowledge (Religion) provide a +1 or +2 to the DC of turning.

Desecrate/Unhallow could provide turn resistance to undead in the area of effect, consecrate/hallow could increase the DC (or do extra damage).

Thoughts?
 
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This is what my DM and I agreed to. When we discussed it, I forgot about the synergy bonus from Know(Religion). My char doesn't have any of the turning feats, so we didn't consider them.

This may not work well in higher level campaigns. We're currently level 8, and my character's effective level for turning will not be going higher than 7, due to PrCs

--

If the undead have turn resistance, they add that value to their will save and deduct twice that from the damage dealt
(eg a wraith with +2 turn resistance gets a +2 bonus on its will save vs turning and deducts 4 points of damage from the total dealt)

If the cleric has any effect that would ordinarily add to the turning check (eg consecrate or hallow) then the will save DC is increased by the bonus amount and the damage dealt is increased by twice the bonus. (eg, consecrate provides a +2 on turning checks, so a cleric turning undead withing a consecrated area adds 2 to the save DC and adds 4 to the damage dealt)

If the cleric has an item that would add to their cleric levels for the purposes of turning (eg phylactery of undead turning) then that number is added both to the save DC and the number of dice rolled.
 

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