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*Pathfinder & Starfinder
clerical domains/turning
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<blockquote data-quote="Thia Halmades" data-source="post: 2689225" data-attributes="member: 35863"><p>Morning Sadrik.</p><p></p><p>No, you didn't give me the whole story, hence why I drew the conclusion that you'd simply stuck with the undead the whole time. I agree with you; Turning can be a real nightmare, but I have no problem with the power; my problem is that the power can't be resisted unless you have "Turn Resistance."</p><p></p><p>You could really mess with your players and give the Undead a saving throw based on your opponents current level + CHA. Not that it'll always work, but it's way better than them simply falling over. Since I'm using some of the Ravenloft rules, my undead tend to be beefier than some other campaigns. That does suck that your ub3r villains didn't make an appearance because they got nailed with a mechanic, rather than the drama of a straight up fight.</p><p></p><p>Other thoughts include: Equipping them with a magic item which prohibits turning, raising their Turn Resistance, etc. Also, you can "Sink" more turn HD into a certain creature. If you've ever played Pokemon (don't laugh, I'm serious) there's an ability called "Pressure" which forces the opponent to spend more PP than usual on a move. In Magic: The Gathering it was... Mana Drain? Instead of 4 = 4, you could rule 4 = 5, 6 or even 8 - this MOB requires one extra HD to turn, this one two, this one Double and thusly cannot be destroyed.</p><p></p><p>I know I'm shutting the barn doors after the horses left, but these are all reasonable ways to bolster the undead without ruining the ability of Turn, and all you need to do is flavor text it in. Because of their demonic infusion, because of their ties to the NEP, because they drink Milk, whichever. I hope that's of some use to you the next time you come across the problem.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2689225, member: 35863"] Morning Sadrik. No, you didn't give me the whole story, hence why I drew the conclusion that you'd simply stuck with the undead the whole time. I agree with you; Turning can be a real nightmare, but I have no problem with the power; my problem is that the power can't be resisted unless you have "Turn Resistance." You could really mess with your players and give the Undead a saving throw based on your opponents current level + CHA. Not that it'll always work, but it's way better than them simply falling over. Since I'm using some of the Ravenloft rules, my undead tend to be beefier than some other campaigns. That does suck that your ub3r villains didn't make an appearance because they got nailed with a mechanic, rather than the drama of a straight up fight. Other thoughts include: Equipping them with a magic item which prohibits turning, raising their Turn Resistance, etc. Also, you can "Sink" more turn HD into a certain creature. If you've ever played Pokemon (don't laugh, I'm serious) there's an ability called "Pressure" which forces the opponent to spend more PP than usual on a move. In Magic: The Gathering it was... Mana Drain? Instead of 4 = 4, you could rule 4 = 5, 6 or even 8 - this MOB requires one extra HD to turn, this one two, this one Double and thusly cannot be destroyed. I know I'm shutting the barn doors after the horses left, but these are all reasonable ways to bolster the undead without ruining the ability of Turn, and all you need to do is flavor text it in. Because of their demonic infusion, because of their ties to the NEP, because they drink Milk, whichever. I hope that's of some use to you the next time you come across the problem. [/QUOTE]
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