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<blockquote data-quote="XeviatTranion" data-source="post: 2723225" data-attributes="member: 36318"><p>Cheiro, (may I call you Cheiro?) the idea works off of the Unearthed Arcana rules. Warding is a level based check, with the Warder using Level + Charisma Mod and the Wardee uses Level (Hit Dice) + Charisma Mod + Turn Resistance. A warding check requires one to hold a suitable item (cold iron vs. living spirits, silver vs. undead spirits typically, for instance) between you and the target(s) as a standard action: a successful check makes the target spirit creature paralized for one round. You may keep this up each round by spending a standard action doing so, but the check is rechecked each round (that part is a slight modification). There's a limit on how many hit dice worth of creatures you may ward at once (I believe levelx2 or levelx4, I forget what UA says).</p><p></p><p>A cleric who can turn that specific kind of creature may, after establishing a successful ward, expend a turning attempt to turn them; this requires no additional check. A cleric with double the hit dice of an affected creature destroys the creature instead. Clerics who can rebuke creatures can increase the affected creatures turn resistance with a rebuke check instead, and undead under your control always fail their ward checks against you.</p><p></p><p>I've also considered having one's charisma modifier apply to your AC vs. Incorporeals, since they get their Cha to AC against each other and everyone else. I consider it a contest of willpower.</p></blockquote><p></p>
[QUOTE="XeviatTranion, post: 2723225, member: 36318"] Cheiro, (may I call you Cheiro?) the idea works off of the Unearthed Arcana rules. Warding is a level based check, with the Warder using Level + Charisma Mod and the Wardee uses Level (Hit Dice) + Charisma Mod + Turn Resistance. A warding check requires one to hold a suitable item (cold iron vs. living spirits, silver vs. undead spirits typically, for instance) between you and the target(s) as a standard action: a successful check makes the target spirit creature paralized for one round. You may keep this up each round by spending a standard action doing so, but the check is rechecked each round (that part is a slight modification). There's a limit on how many hit dice worth of creatures you may ward at once (I believe levelx2 or levelx4, I forget what UA says). A cleric who can turn that specific kind of creature may, after establishing a successful ward, expend a turning attempt to turn them; this requires no additional check. A cleric with double the hit dice of an affected creature destroys the creature instead. Clerics who can rebuke creatures can increase the affected creatures turn resistance with a rebuke check instead, and undead under your control always fail their ward checks against you. I've also considered having one's charisma modifier apply to your AC vs. Incorporeals, since they get their Cha to AC against each other and everyone else. I consider it a contest of willpower. [/QUOTE]
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