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Amulet of Continuous Turning
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<blockquote data-quote="Nyeshet" data-source="post: 3134263" data-attributes="member: 18363"><p>This is still way too good for its price. If it continuously turned as an 11th level caster (normal turning, not variant turning), such that most undead could not approach within 30 ft of the cleric and those that did often fleed the following round, and <em>none</em> of the undead were ever destroyed or even damaged - then I could accept this price for this item. The Will save would still need to apply, of course, although it would be to resist the urge to flee out of the 30 ft area around the cleric. </p><p></p><p>What you have to understand is that <em>all</em> undead that come within 30 ft of the cleric will take - on average - 38.5 points of damage. So <em>all</em> undead with 6 HD or less are all but certain to be destroyed instantly - especially as at that level their Will save (if they are mindful enough to have one) is likely to be quite low. This means that <em>all</em> ghouls and vampire spawn (as such only exist up to 4 HD then become ghasts and vampires) will be destroyed. It means that <em>all</em> mindless undead of 6 HD or less will be destroyed upon approaching the cleric. In effect, only the undead BBEGs and their highest level minions will be a problem for the party. </p><p></p><p>Consider for a moment the recent Ravenloft module. The only undead in that module that wouldn't be destroyed in 1 round is the infected blaspheme in the village and - in the castle - the mohrg (91 hp), the forsaken shell (105 hp), the 4 boneclaws (105 hp), the 2 bloodhulk giants (196 hp), stephania and endorovich (45 hp, 7 HD spectres), rafail (78 hp, vampire), sasha (78 hp, vampire), and strahd (65 hp, vampire). </p><p></p><p>So, out of perhaps a hundred undead in the castle (from all the zombies, wraiths, ghouls, etc) only 8 unnamed undead and 5 named undead would not instantly be destroyed by this amulet. Granted, the named undead would likely last more than the 2 rounds their hp suggest, as they have ~30-40% chance of making their save, but the point remains that nearly all other undead in the castle would be toast in one round. Also, the amulet would not be available until at least 11th level, and if possessed it would likely use up most of the cleric's monetary allotment. However, the adventure is made such that one is 'suggested' to be ~10th level when they encounter strahd, so this cleric would only be 2-3 levels at most above what they should be upon entering the castle - and yet, by themself, they could all but clear out the castle just by walking through it. That is far too much power, even in an undead specific module. </p><p></p><p>If, however, it merely turned (in the normal sense) all undead within 30 ft then it would be fine. It would still destroy 1 HD undead that failed to flee the scene by the second round, but considering we are speaking about an 11th level cleric, such would be minor nussances anyway. For the stated price I could perhaps accept <em>this</em> level of power at this level. After all, fleed undead are still around to go after others. They just leave the cleric alone is all. Think of it as a potent form of undead-specific sanctuary around the cleric. And the more mindful undead (ie: having a realistically good will save) might yet be able to resist it - for a round or two at least.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3134263, member: 18363"] This is still way too good for its price. If it continuously turned as an 11th level caster (normal turning, not variant turning), such that most undead could not approach within 30 ft of the cleric and those that did often fleed the following round, and [i]none[/i] of the undead were ever destroyed or even damaged - then I could accept this price for this item. The Will save would still need to apply, of course, although it would be to resist the urge to flee out of the 30 ft area around the cleric. What you have to understand is that [i]all[/i] undead that come within 30 ft of the cleric will take - on average - 38.5 points of damage. So [i]all[/i] undead with 6 HD or less are all but certain to be destroyed instantly - especially as at that level their Will save (if they are mindful enough to have one) is likely to be quite low. This means that [i]all[/i] ghouls and vampire spawn (as such only exist up to 4 HD then become ghasts and vampires) will be destroyed. It means that [i]all[/i] mindless undead of 6 HD or less will be destroyed upon approaching the cleric. In effect, only the undead BBEGs and their highest level minions will be a problem for the party. Consider for a moment the recent Ravenloft module. The only undead in that module that wouldn't be destroyed in 1 round is the infected blaspheme in the village and - in the castle - the mohrg (91 hp), the forsaken shell (105 hp), the 4 boneclaws (105 hp), the 2 bloodhulk giants (196 hp), stephania and endorovich (45 hp, 7 HD spectres), rafail (78 hp, vampire), sasha (78 hp, vampire), and strahd (65 hp, vampire). So, out of perhaps a hundred undead in the castle (from all the zombies, wraiths, ghouls, etc) only 8 unnamed undead and 5 named undead would not instantly be destroyed by this amulet. Granted, the named undead would likely last more than the 2 rounds their hp suggest, as they have ~30-40% chance of making their save, but the point remains that nearly all other undead in the castle would be toast in one round. Also, the amulet would not be available until at least 11th level, and if possessed it would likely use up most of the cleric's monetary allotment. However, the adventure is made such that one is 'suggested' to be ~10th level when they encounter strahd, so this cleric would only be 2-3 levels at most above what they should be upon entering the castle - and yet, by themself, they could all but clear out the castle just by walking through it. That is far too much power, even in an undead specific module. If, however, it merely turned (in the normal sense) all undead within 30 ft then it would be fine. It would still destroy 1 HD undead that failed to flee the scene by the second round, but considering we are speaking about an 11th level cleric, such would be minor nussances anyway. For the stated price I could perhaps accept [i]this[/i] level of power at this level. After all, fleed undead are still around to go after others. They just leave the cleric alone is all. Think of it as a potent form of undead-specific sanctuary around the cleric. And the more mindful undead (ie: having a realistically good will save) might yet be able to resist it - for a round or two at least. [/QUOTE]
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