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Save the Undead or How to fix Turning, Greater Turning...
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<blockquote data-quote="Kyamsil" data-source="post: 1584364" data-attributes="member: 2534"><p>After reading some of the posts of the discussion on the Sean K. Reynolds boards I have created another version of turning. </p><p></p><p>Turning Undead v1.2 </p><p>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.</p><p></p><p>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.</p><p>(this is the standard turning procedure so most feats related to turning are unaffected)</p><p></p><p>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 sacred "nonlethal" damage equal to 1d6 for each two effective turning levels. This nonlethal damage is special and affects undead. This damage is healed at a rate of 1hp/HD each hour. </p><p></p><p>A Will save is allowed for half damage (DC=10 + half effective turning level + Cha bonus). Each point of Turn Resistance removes a dice of damage that can result in no damage dice for powerful undead when turned by not too powerful clerics.</p><p></p><p>An undead that has any sacred nonlethal damage done to it by turning counts as Shaken. If at any moment the amount of nonlethal damage (cumulative with various turning attempts) gets higher than the hp total (not remaining hp) of the undead creature it becomes cowering and turning will start dealing sacred lethal damage. If an undead creature that is cowering is damaged in any way that isn't turning it gets to act as Shaken for the remaining of the encounter and can't be Cowering again by further turning. If the sacred lethal damage total exceeds the remaining hp of the undead creature it is destroyed. </p><p></p><p>Greater turning works differently in that it deals sacred lethal damage directly (making the undead Shaken but never Cowering) without need of the sacred non-lethal damage = total hp before dealing lethal damage. As usual, if the amount of sacred lethal damage is enough to drop the undead to 0 or lower hp it is destroyed.</p><p></p><p>(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 (lethal) 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") </p><p></p><p></p><p>Evil clerics and rebuking undead:</p><p></p><p>Same mechanic, but instead of dealing sacred non-lethal damage they deal profane non-lethal damage. Sacred and profane damage heal each other, so an undead can only have a running total of either profane or sacred damage going on. As long as an undead has profane non-lethal damage it counts as Shaken if unfriendly to the rebuking cleric. </p><p></p><p>If the amount of profane non-lethal damage exceed the total hp (not remaining hp) of the undead it counts as Fascinated (and the effect is broken if it is dealt damage that is not turning). If the rebuking cleric continues to deal profane non-lethal damage with more rebuking attempts until it reachs double the hp total of the undead then it has gained Control over it. </p><p></p><p>If an undead creature has any amount of sacred lethal damage (because of Greater Turning for example) and receives profane non-lethal damage it heals an equal amount of that sacred lethal damage (up to the amount of sacred lethal damage, can't heal that way other types of damage). </p><p></p><p>Bolstering Undead:</p><p></p><p>Follow the same mechanic as for rebuking undead, but 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.</p><p></p><p></p><p>As sacred and profane non-lethal damage for turning/rebuking heal each other then dispelling turning is not a special turning attempt anymore.</p></blockquote><p></p>
[QUOTE="Kyamsil, post: 1584364, member: 2534"] After reading some of the posts of the discussion on the Sean K. Reynolds boards I have created another version of turning. Turning Undead v1.2 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. (this is the standard turning procedure so most feats related to turning are unaffected) 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 sacred "nonlethal" damage equal to 1d6 for each two effective turning levels. This nonlethal damage is special and affects undead. This damage is healed at a rate of 1hp/HD each hour. A Will save is allowed for half damage (DC=10 + half effective turning level + Cha bonus). Each point of Turn Resistance removes a dice of damage that can result in no damage dice for powerful undead when turned by not too powerful clerics. An undead that has any sacred nonlethal damage done to it by turning counts as Shaken. If at any moment the amount of nonlethal damage (cumulative with various turning attempts) gets higher than the hp total (not remaining hp) of the undead creature it becomes cowering and turning will start dealing sacred lethal damage. If an undead creature that is cowering is damaged in any way that isn't turning it gets to act as Shaken for the remaining of the encounter and can't be Cowering again by further turning. If the sacred lethal damage total exceeds the remaining hp of the undead creature it is destroyed. Greater turning works differently in that it deals sacred lethal damage directly (making the undead Shaken but never Cowering) without need of the sacred non-lethal damage = total hp before dealing lethal damage. As usual, if the amount of sacred lethal damage is enough to drop the undead to 0 or lower hp it is destroyed. (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 (lethal) 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") Evil clerics and rebuking undead: Same mechanic, but instead of dealing sacred non-lethal damage they deal profane non-lethal damage. Sacred and profane damage heal each other, so an undead can only have a running total of either profane or sacred damage going on. As long as an undead has profane non-lethal damage it counts as Shaken if unfriendly to the rebuking cleric. If the amount of profane non-lethal damage exceed the total hp (not remaining hp) of the undead it counts as Fascinated (and the effect is broken if it is dealt damage that is not turning). If the rebuking cleric continues to deal profane non-lethal damage with more rebuking attempts until it reachs double the hp total of the undead then it has gained Control over it. If an undead creature has any amount of sacred lethal damage (because of Greater Turning for example) and receives profane non-lethal damage it heals an equal amount of that sacred lethal damage (up to the amount of sacred lethal damage, can't heal that way other types of damage). Bolstering Undead: Follow the same mechanic as for rebuking undead, but 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. As sacred and profane non-lethal damage for turning/rebuking heal each other then dispelling turning is not a special turning attempt anymore. [/QUOTE]
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