I've always thought that Turn Undead really was crap in campagins with few undead. So, I've come up with this (or, am comming up with, this off the top of my head).
A Cleric starts out with 1 Divine Intervention Point (DIP), and gains 1 every level. Paladins gain one every level, starting at level 3. When a Divine Intervention point is used, it never comes back. The idea is, a divine intervention point should only be used at a major climax in the the adventure, or in times of dire need. If a character uses a DIP frivolously, just tell them that nothing happens, or say the effect begins to manifest, but then cuts short.
Typically, clerics and paladins will have only 1 to 2 DIPs at a time. All of the uses for DIPs below assume that only 1 is used at a time. If more than one is used at a time, increase the original effect by half. So, if 3 DIPs are used, you get double effect. If 5 are used, you get tripple, etc. Using a DIP is always a free action, and can be used on any creature's turn. If you use more tahn 1 DIP in a round, they must all be for the same effect. A DIP can effect any creature that you can see.
You can use a DIP to . . .
- Replay the past 2 rounds of game time
- return an unconcious ally to your class levels in HP
- Return an ally deceased within the last (your class level) rounds to -1 HP (stabalized)
- Increase your effective caster level by 4 for one spell
- Make one skill, attack, ability check, etc. roll for you or one of your allies automatically succeed, or make one fial for an enemy.
- Use a spell slot for a spell 2 levels higher (drop the spell that was prepared in the slot for any spell of appropriate level or lower when you use the DIP)
- Spontaneously cast a spell of a level equal to or lower than the highest level spell that you can cast (without using a slow)
Example: Cleric Bob (worshipping Hahvahgoodtime, diety of partying) and his gang are crashing a party, when they notice that the host is an angry red wyrm who wants to eat them. Cleric Bob thinks "Oh,


, I'm sunk now" when all three of his allies are dropped from the dragon's breath weapon. Luckily, he has 5 DIPs on hand, and uses them to return conciousness to his three fellow crashers. (1 + 4 x 1/2 = 3). They push themselves bravely off from the ground, only to be smacked back down by a giant scaly tail that just happened to be at the party, too.
comments and questions, please,
-Jeph
A Cleric starts out with 1 Divine Intervention Point (DIP), and gains 1 every level. Paladins gain one every level, starting at level 3. When a Divine Intervention point is used, it never comes back. The idea is, a divine intervention point should only be used at a major climax in the the adventure, or in times of dire need. If a character uses a DIP frivolously, just tell them that nothing happens, or say the effect begins to manifest, but then cuts short.
Typically, clerics and paladins will have only 1 to 2 DIPs at a time. All of the uses for DIPs below assume that only 1 is used at a time. If more than one is used at a time, increase the original effect by half. So, if 3 DIPs are used, you get double effect. If 5 are used, you get tripple, etc. Using a DIP is always a free action, and can be used on any creature's turn. If you use more tahn 1 DIP in a round, they must all be for the same effect. A DIP can effect any creature that you can see.
You can use a DIP to . . .
- Replay the past 2 rounds of game time
- return an unconcious ally to your class levels in HP
- Return an ally deceased within the last (your class level) rounds to -1 HP (stabalized)
- Increase your effective caster level by 4 for one spell
- Make one skill, attack, ability check, etc. roll for you or one of your allies automatically succeed, or make one fial for an enemy.
- Use a spell slot for a spell 2 levels higher (drop the spell that was prepared in the slot for any spell of appropriate level or lower when you use the DIP)
- Spontaneously cast a spell of a level equal to or lower than the highest level spell that you can cast (without using a slow)
Example: Cleric Bob (worshipping Hahvahgoodtime, diety of partying) and his gang are crashing a party, when they notice that the host is an angry red wyrm who wants to eat them. Cleric Bob thinks "Oh,




comments and questions, please,
-Jeph