Nocturne of Sorrow, Orsal J

(OOC: Valan and Droggle need an action yet.

Natural 1 for Jace with a total of 3? Zounds! Okay then, Jace remembers something about a ghoul's touch being a soothing caress that makes all the aches go away and loosens tense muscles :])
 

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(OOC: Funny knowledge checks aside, I don't know if you guys have tons of oil, but if you don't have much, I'd save it--even in a land enriched by negative energy, ghouls are pretty wimpy and not much of a threat unless they get crazy rolls followed by very poor Fort saves, in which every PC (but not Gloria) in this adventure has a strong save)
 


(OOC: That's true. In my Kiss of Darkness home game, I've run it twice. Both times, the party had one member fall into the pit trap that sends alternating people different ways, both into rooms with ghouls (a panel moves in the chute after each time it is triggered, opening a different path), and both times someone jumped in after. The first time, they slaughtered the ghouls. The second time, despite a level 3 Cleric jumping in too, the Rogue got killed.

Still, other than undead you auto-turn like those skeletons that were just flavour, I daresay these ghouls will be the easiest thing you get to fight this adventure :lol: On a good day, thanks to his elven +2 vs ghoul saves, Quozen could solo the trio)
 



OOC: Just thought it'd be handy to have the reference: Turning Undead[sblock=Turning Undead]
Code:
Table: Turning Undead
Turning Check   Most Powerful Undead Affected
Result          (Maximum Hit Dice) 
  -0            Cleric’s level -4 
 1—3            Cleric’s level -3 
 4—6            Cleric’s level -2 
 7—9            Cleric’s level -1 
10—12           Cleric’s level 
13—15           Cleric’s level +1 
16—18           Cleric’s level +2 
19—21           Cleric’s level +3 
 22+            Cleric’s level +4

Turning Checks
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity.

You must present your holy symbol to turn undead. Turning is considered an attack.

Times per Day
You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.

Range
You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.

Turning Check
The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.

Turning Damage
If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn.

If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead.

You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.

Effect and Duration of Turning
Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Destroying Undead
If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn. [/sblock]
 

(OOC: If our Cha-drained Clerics want to use their 1 turn attempt, they can, but it's at a pretty big penalty from various sources (mainly the Cha penalty). The chance of turning these things is probably ultra-slim, though you had a much better chance at full Charisma. I think at least one of you does have a non-zero (but low) chance to turn what will probably wind up being 1 or 2 ghouls though, so it might be worth it to try and hope to roll high)
 


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