Save the Undead or How to fix Turning, Greater Turning...

Kyamsil

First Post
Am I the only one who thinks undead are too fragile these times?

Yes, they have d12 hit dice, but having no Con score means they will have lot less hp than other d12 monsters like dragons. I know because I had toyed with the idea of making some enemies of the PCs animate the body of a dragon they had defeated... but I thrashed the idea when I saw the ridiculous amount of hp the animated dragon had when removing its CON 20+ bonus hp.

But the lack of hp isn't the issue I am trying to solve in this thread. Also not their bad save bonuses or anything like that.

The issue here is that turning undead can ruin lots of encounters. IMC there are:
A cleric of Lathander/Morninglord that has the Sun and Glory domains and who has some turning related feats: Improved Turning, Extra Turning,... and knowing that player he will be more than happy to add some of the new related feats from Complete Divine.

Another cleric of Lathander/Radiant Servant of Lathander(Pelor) with Sun and Strength domains. I have made some changes to the class, like putting their Greater Turning ability more in line with the one that the Morninglord has. Instead of making it give 3+Cha bonus Greater Turnings per day it adds 1 extra greater turning at 1st level and another one at each 4 levels thereafter.

There is also a Paladin of Torm/Templar, but its turning uses are more used to power Divine Power divine feat and sometimes use the Aid Another action to aid the other clerics in the "actual turning".


Needless to say, those 2 characters can ruin any encounter with undead unless they are of a sufficient high level/HD as to be completely unaffected by their turning attempts. This makes for either pointless encounters with anecdotic undead and undead NPCs that are blasted to ashes in a single round of turning, or me preparing unfair encounters with undead of too high a CR and Improved Turn Resistance as a neccesary feat and a base Turn Resistance of +2 or higher for them to avoid entirely a class ability that at least the first of the characters is investing a lot of effort to improve.


So what to do? Undead are not pivotal for the campaign as it is not entirely based on them, but they usually play a central role (specially vampires, and shadowy/incorporeal types because the main villain is the church of Shar, the goddess of Darkness).

I have been wondering what to do for some time and searching for alternative ways of handling turn undead and greater turning. The variant presented in Unearthed Arcana is even worse as it is WAY too powerful. The variant presented on Complete Divine (based on turning dealing damage to undead in a burst area around the turning cleric) is not bad but removes some of the uniqueness of abilities like the radiant servant Positive Energy Burst. It is also a bit overpowered at 1d6/effective turning level and removes the utility of some feats regarding bonuses to the turn undead roll.

I am thinking on making a variant of the Complete Divine method (deal damage) but having both the turn undead roll to know how much damage you can get to deal and affecting a max number of hit dice determined by the standard turn undead damage roll.

I am still working out the details so I will post it later... can you aid by telling me how you are dealing with this issue in your campaigns?thanks.
 
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Turning: I simply removed all turn attempt boosting items (+4 and so... that's silly).

The rest is ok. Add Unhallow and Desecrate :D
 

Unhallow, Desecrate, evil (undead) clerics who use the Bolster Undead option just before combat.

Flesh Golems "disguised" as big zombies.

Iron Golems "disguised" as big skeletons.

Animated Objects that just happen to be bodies.

Mortal human wizard "disguised" as a lich -- c'mon, disguise self is 1st level, and a hat of disguise always has a certain elan. (I had an NPC who did this just to scare people, but any decent Sorcerer with some Bluff would mock the PC who attempted to Turn him -- "Bwa-ha-ha-ha! I am beyond your mortal magic, god-slaves!" -- in hopes of making them try again, and thereby waste another action.)

LOTS of undead minions -- they are literally turn-fodder. A vampire should have 20 vampire spawn, and then create 20 skeletons too. Like all smart boss-monsters, they should delegate risk to their minions, and not come out until they think the PCs have wasted a lot of resources. In this respect, an illusion of undead will probably be cheaper than a pile of skeletons. Don't do this until the BBEG has seen the party Turn his minions into dust, but after that, all tricks to waste Turn attempts are fair game.

-- N
 

Unhallow, Desecrate, evil (undead) clerics who use the Bolster Undead option just before combat.

Except perhaps for Desecrate these are too circumstancial to really affect turning in most situations: Unhallow has a casting time too long and evil clerics are not always available.

Flesh Golems "disguised" as big zombies.

Iron Golems "disguised" as big skeletons.

Animated Objects that just happen to be bodies.

Mortal human wizard "disguised" as a lich -- c'mon, disguise self is 1st level, and a hat of disguise always has a certain elan. (I had an NPC who did this just to scare people, but any decent Sorcerer with some Bluff would mock the PC who attempted to Turn him -- "Bwa-ha-ha-ha! I am beyond your mortal magic, god-slaves!" -- in hopes of making them try again, and thereby waste another action.)

Those are good ideas. The real use of them is to make clerics waste time as usually they have too many turning attempts per day for a couple of wasted attempts to have any impact on the overall result of a later encounter with undead.

LOTS of undead minions -- they are literally turn-fodder. A vampire should have 20 vampire spawn, and then create 20 skeletons too. Like all smart boss-monsters, they should delegate risk to their minions, and not come out until they think the PCs have wasted a lot of resources. In this respect, an illusion of undead will probably be cheaper than a pile of skeletons. Don't do this until the BBEG has seen the party Turn his minions into dust, but after that, all tricks to waste Turn attempts are fair game.

The problem with undead minions: unless the players are really high level, those extra turn-fodder are actually extra XP for the party because they affect the EL of the encounter. If they were somehow summoned undead or if animated/controlled undead or spawn created by vampires and such didn't affect XP the way summoned creatures do it could do the trick.
 

Kyamsil said:
Except perhaps for Desecrate these are too circumstancial to really affect turning in most situations: Unhallow has a casting time too long and evil clerics are not always available.

Unhallow may have a long casting time, but you just can't beat it's duration.
 

I think I have reached a system based on the one from Complete Divine for managing Turn Undead. It will need some playtesting, but it's looking good:

Turning Undead v1.1
Make a Turning Check as in the standard rules to know your turning attempt result that can go from effective turning level -4 to effective turning level +4.

Then roll for the number of turned HD as standard too. This will give you the number of HD of undead that will be damaged by the attempt.
(keeping both standard method rolls means that most turning related feats will need no tweaking)

The affected HD of undead (starting with the undead with fewer HD and when of equal HD from the turning character outward) suffer an amount of damage equal to 1d6 for each two effective turning levels for a normal Turning attempt or 1d6 for each effective turning level for a Greater Turning attempt.
(The only feats that would need changing that I know off are Exalted Turning: that would change to +3d6 on damage with a Greater Turning attempt or +2d6 on a standard turning attempt and Disciple of the Sun that will simply give "spend two turning attempts for your turning to count as Greater Turning")

A Will save is allowed for half damage (DC=10 + half effective turning level + Cha bonus). Also, Turn Resistance works in a similar way to Energy Resistance against turning. Instead of improving the undead HD, each point of Turn Resistance reduces in 5 the amount of damage from turning (applied after the save for half damage).

As long as an undead has any damage done to it by turning it counts as Shaken.

Evil clerics and rebuking undead:

Same mechanic, but instead of damaging undead it will heal them the same amount, giving them temporary hit points when fully healed.

As long as an undead has any temporary hit points by rebuking it has a +2 bonus on attack rolls, saving throws, skill checks and ability checks (the opposite of shaken) if it is friendly to the rebuking priest. If it isn't friendly it counts as Shaken.

If at any time the temporary hit points granted by rebuking exceed the normal hp total of the undead they count as Controlled (and thus if unfriendly to the cleric at the moment, they will stop being shaken to have a bonus instead for having those temporary hit points).

Turn Resistance doesn't apply against rebuking attempts of friendly clerics or if the undead wants to be rebuked (to be healed for example) not do a Will save apply for half unless the undead wants to resist.

Bolstering Undead:

Follow the same mechanic as for rebuking undead, but instead of healing undead by the amount rolled, the affected HD of undead gain a Turn Resistance bonus equal to the amount of damage rolled divided by 5. This effect lasts for 10 minutes.



Another thing that should be noted is that there should be some way to have a Greater Rebuking equivalent to Greater Turning, perhaps an addition/change to the Death or Undead domains, a feat equivalent to Disciple of the Sun.. or something like that.
 

Could please somebody give me feedback on the proposed turning undead?What do you think?Too powerful?Too weak?Please reply, I want to know your oppinion.


BUMP
 

How about a spell that grants a bonus against turning? A skeleton tattoed with ink made from the berries of a bush grown on Unhallowed ground. +1 Turn resistance, (or DR if going the damage route), +1 per four levels, just like Magic Weapon or Divine Might.

Most of the bonuses FOR turning are abilities or feats, just make counterparts for the undead.
 

The spell you mention Jondor is interesting indeed. I don't want to spend time and effort in making lots of feats, spells and so on because Libris Mortis, the book of undead is just around the corner. So I will wait a bit to see if anything in there works well for me and make something up if it doesn't.

Any feedback on the damage dealing turning system on post #6?Anyone?I want to know oppinions of fellow DM and players to know if that system could work well enough that turning isn't too toned down.
 

Here's an interesting approach: give the party a couple of items that emulate divine feats or have unique abilities- but that require turning attempts to activate. Encourage them to burn through some of those turning attempts that way.
 

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