Cleric undead-turning. Just how busted is it?

Thank you for your replies, suggestions and commentary.

I decided to go with what Mistwell suggested (that d6 damage is in Complete Divine, actually, FYI) and my player seems very happy with the change. We haven't put it to use yet, but--we will tomorrow night!
 

log in or register to remove this ad

I think turning useful into it got powered up by allowing divine metamgics and other overpowered uses, IMO

The cleric in our party uses the turn variant in CD. It means it is useful against all undead (rahter than being all or nothing like it was). He rarely blows undead to pieces but often cuts nicely into their hp

Plus the whole turn and disperse 6 shadows throughout the nearest dungeon walls is a pain to GM

JohnD
 

TheNovaLord said:
Plus the whole turn and disperse 6 shadows throughout the nearest dungeon walls is a pain to GM
It spicies up the dungeon. Driving them to new haunts and increasing the chances of a spawnfest!

But yeah, that turning damage as damage varient sound better each time i hear it. Turn resist might need to change to 2 or 3 damage per plus of turn resist instead of the one per one suggestion though.
 


The variant rule from Complete Divine says that turning undead is a standard action that deals 1d6 damage/cleric level to all undead within 30 feet of the cleric. The affected undead get a Will save (DC 10 + cleric level + Charisma modifier) for half damage. Paladins work just as you expect, they turn undead as a cleric 3 levels lower. Evil clerics (any cleric than can swap out spells for inflict damage spells) instead heal undead within 30 feet for 1d6/cleric level. Undead with Turn Resistance may subtract that number from the damage that they take.

The 30ft burst does not heal or harm living creatures.
 


The problem is the damage a cleric does is so great, the 1 point resist per turn resist point is a joke and nowhere near equal turn resists's previous potency.

Cleric level 1 3.5 average damage per turn
Cleric level 2 7 average damage per turn
Cleric level 3 10.5 average damage per turn
Cleric level 4 14 average damage per turn
Cleric level 5 17.5 average damage per turn
Cleric level 6 21 average damage per turn
Cleric level 7 24.5 average damage per turn
Cleric level 8 28 average damage per turn
Cleric level 9 31.5 average damage per turn
Cleric level 10 35 average damage per turn
Cleric level 11 38.5 average damage per turn
Cleric level 12 42 average damage per turn
Cleric level 13 45.5 average damage per turn
Cleric level 14 49 average damage per turn
Cleric level 15 52.5 average damage per turn
Cleric level 16 56 average damage per turn
Cleric level 17 59.5 average damage per turn
Cleric level 18 63 average damage per turn
Cleric level 19 66.5 average damage per turn
Cleric level 20 70 average damage per turn
 

frankthedm said:
The problem is the damage a cleric does is so great, the 1 point resist per turn resist point is a joke and nowhere near equal turn resists's previous potency.

Cleric level 1 3.5 average damage per turn
Cleric level 2 7 average damage per turn
Cleric level 3 10.5 average damage per turn
Cleric level 4 14 average damage per turn
Cleric level 5 17.5 average damage per turn
Cleric level 6 21 average damage per turn
Cleric level 7 24.5 average damage per turn
Cleric level 8 28 average damage per turn
Cleric level 9 31.5 average damage per turn
Cleric level 10 35 average damage per turn
Cleric level 11 38.5 average damage per turn
Cleric level 12 42 average damage per turn
Cleric level 13 45.5 average damage per turn
Cleric level 14 49 average damage per turn
Cleric level 15 52.5 average damage per turn
Cleric level 16 56 average damage per turn
Cleric level 17 59.5 average damage per turn
Cleric level 18 63 average damage per turn
Cleric level 19 66.5 average damage per turn
Cleric level 20 70 average damage per turn


I agree. I think it should be 1d6 decrease in damage for every turn resistance point you have.
 

3.5 is what a 1d6 averages out to. Rolling resists could slow things down so averaging them might be a better idea.

I'd say

4 per Turn resist point for games where undead rarely have acess to any HP boosters.

Only 3 per Turn resist point for games where undead have access to HP boosters. Unholy toughness, Improved toughness, ToH Death's blessing, or those feats from libris mortis that boost drain HP.
 


Remove ads

Top