So You've Turned Some Undead -- Now What?

Dr_Rictus said:
They are indeed immune to the critical as well as to the instant death effect (requiring a Fortitude save as it does). So the only benefit of doing a coup de grace is the automatic hit, but there is still that.

Plus any weapon power that activates on a crit - e.g. burst weapons
 

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Well even if this tread is not in the houserule section i shall tell you ours ;)

When a cleric turns some undead they do as they must and flee or cower...
Then again we rule [because it is something similar to an mind {yes they don't have any most of the time} influencing thing] that if a turned undead is attacked, it (and only it) can behave as usual in the round thereafter since the effect is broken.

I just might add that we also play an evil campaign in with the case is a little different:
The poor controlled ones (but not the rebuked) are to stay there until smashed up completly. (We are the bad Guys after all :cool: )
 

Thanks for the responses...

Maybe I'm just trying to hold on to old edition rules.

I understand that they changed the rule now, I only wish there was a place to ask the designers why.

Their reasoning alone could help me to decide why a specific rule was changed so that I could form my campaign better.

I just don't like the idea because that's the way it was. It doesn't necessarily mean that it was better before or after.

For my campaign, I'd like to use a well balanced set of rules, but one that doesn't completely override "fantastic reality." In this case, I can see it from both sides.

Still, designer reasoning would be handy in this case.

Aluvial
 

The Complete Divine has an optional turning rule, that inflicts damage to undead instead of turning them.

My players love it. The save DC for half damage is quite high, being DC 10 plus cleric level plus charisma modifier (usually the character level for such abilities' ST is divided by two, not so in this case).

The 4th level cleric IMC has but one magical item, and it's a Phylactery of Undead Turning. He also took the feats Quicken Turning, Empower Turning, and Extra Turning.

He did so because IMC, they are in a very undead prominent kingdom.

What this means in game terms is that when they face undead, he can as a free action inflict to all undead within 30 feet 12d6 damage, will save DC 22 for half damage. 10 times per day. At 4th level.

After a few more encounters with the undead forces of my world, I intend to make him a prime target of those forces, which will hire non-undead critters to go after him. :D
 

dvvega said:
Actually since Coup-de-Grace falls under the critical category, undead are immune to it. Or have I misread Coup-de-Grace?
You're right:
SRD said:
You can’t deliver a coup de grace against a creature that is immune to critical hits.
 


Aluvial said:
Do your DM's really allow you to go up and smack on them, while they cower?

This seems really wrong to me.
I have a house rule that any cowering creature can act to preserve its own "life". They are cowering because they are in a divine-inspired terror - but real, actual destruction just has to be more frightening than any imagined fate. Besides, it's really dull to run combats against cowering foes...
 

Personally, I don't mind letting characters beat down on undead that the cleric has turned without those undead being able to do much back. Chances are, any undead the cleric is able to turn are so weak that they wouldn't put up much of a fight anyway - I think there are maybe two undead in the MM with HD+Turn Resistance equal to or less than CR.
 

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