Recently, I have noticed cleric turning is out of control. Magic items such as the Amulet of Undead Turning and the Sacred ability for armor raising the effective level of a cleric for turning combined with feats like Quicken and Empower turning and special abilities like Greater Turning are turning the fight against undead into a joke. Is anyone else experiencing a similiar type of power inflation with cleric turning?
Just today I ran an encounter with a level 18 Vampire Wizard/Archmage with +4 Turn resistance, and the 15th level cleric turned him because she had an Amulet of Undead Turning and the Sacred ability on her armor that increased her effective level for turning. Now if the player had Greater Turning, he would have basically destroyed the major undead bad guy in the encounter no save allowed.
I don't blame my player in anyway, he was just using what was available in the core rules for cleric to develop a really good turning cleric since his character worships Kelemvor. Still, the core rules seem to have really given too many effective level boosting items to clerics that combine with certain feats (Empower and Quicken Turning) and abilities (Greater Turning from Eye of Horus Re or Radiant Servant) that really make undead modules almost a joke for a cleric.
What are the opinions of other DM's who have dealt with cleric built for turning?
Note: My group has agreed to half the effective level bonus for turning items to make undead a viable enemy again.
Just today I ran an encounter with a level 18 Vampire Wizard/Archmage with +4 Turn resistance, and the 15th level cleric turned him because she had an Amulet of Undead Turning and the Sacred ability on her armor that increased her effective level for turning. Now if the player had Greater Turning, he would have basically destroyed the major undead bad guy in the encounter no save allowed.
I don't blame my player in anyway, he was just using what was available in the core rules for cleric to develop a really good turning cleric since his character worships Kelemvor. Still, the core rules seem to have really given too many effective level boosting items to clerics that combine with certain feats (Empower and Quicken Turning) and abilities (Greater Turning from Eye of Horus Re or Radiant Servant) that really make undead modules almost a joke for a cleric.
What are the opinions of other DM's who have dealt with cleric built for turning?
Note: My group has agreed to half the effective level bonus for turning items to make undead a viable enemy again.