Turn Undead (two changes)

Emirikol

Adventurer
Now that I've had a chance to play the house rules on this issue, here are the some clean-up details on the
cleric's ability to turn-undead in our home campaign. It seems to have made the Turn Undead ability a little less powerful, which allows a DM to throw reasonable amounts of undead at the PC's instead of the endless hordes required otherwise :)


Cleric’s turn undead ability changes from the core rules:
• Successful turning: The undead do not flee, they just cannot approach within 10 feet of the cleric.
• Destroying undead: You can only destroy undead that are within 10 feet.


Thoughts?

jh
 

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Turning tends not to work well at higher levels: too many have turn resistance of +2 or higher. I would say let the clerics enjoy turning zombies and skeletons- the problem solves itself after a few levels.
 

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