WyzardWhately
First Post
I'm still hoping they keep SAGA's condition track, and that turning pushes undead down it.
Well, it might not be the same, but there is the Bloodied condition now... i'm assuming that, since it's listed next to HP, it is different for different monster (types). Considering how miniatures seem to take more place in 4E, what if by the time you get Bloodied you must make a Moral save in order to stay in combat or fight with some penalties? Maybe Undead cant get Bloodied... unless you turn undead on them.WyzardWhately said:I'm still hoping they keep SAGA's condition track, and that turning pushes undead down it.
Driddle said:There's never been a better time to not change the cleric than now. So they probably will.
epochrpg said:How about a positive energy aura-- as long as Undead are within it, they take dice of damage/round. The ammount/size of dice will vary by the cleric's level, and add CHA bonus to the damage
Level 1 d6
Level 4 d8
Level 7 d10
Level 10 2d6
Level 13 2d8
Level 16 3d6
Level 19 3d8
Level 22 4d6
Level 25 4d8
Level 28 5d6
So a level 28 cleric with +4 CHA does 5d6+4 dmg to all undead within x radius per round. Alternatively, instead of increasing damage, levels might increase the radius, duration, uses per day, etc.
Yeah, I would also prefer if the undead turning wouldn't be aimed at destroying them. They should just keep them at bay (I think one of the often overlooked properties of the Vampire - there is some text indicating that you can use a holy symbol to keep them from approaching you, but I have rarely seen that in play, if ever.)The Shadow said:The whole "make the undead run away" bit never made sense to me. In fiction, what you see much more often is a shielded area - the bad guys are held at bay and can't get any closer.
Perhaps a mechanic where undead (and evil outsiders - or Immortals, now?) are held back to a certain radius based on the cleric's level... but can try to break through using Will defense somehow. (Cleric makes a Wisdom skill check vs. undead's Will defense?) A failed attempt to break through might well cause damage, or as someone else said, a slide down the condition track.
Probably it should require concentration to maintain, and it should definitely be a power like any other - per encounter, or maybe per day.
Kunimatyu said:I don't see why Turning couldn't be turned into a power/spell that deals damage to undead and evil outsiders, and leave it at that.
The "turning feats" that turn turning attempts into all sorts of things definitely need to go, though.