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Turn Undead variant from Complete Divine: Domain and Feat help!
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<blockquote data-quote="ForceUser" data-source="post: 1965320" data-attributes="member: 2785"><p>Here's how I do it.</p><p></p><p><strong>DESTRUCTION OF THE UNDEAD</strong></p><p>Instead of the turn undead rules in the Player’s Handbook, use the following variant. Instead of making undead run and cower, turn attempts deal positive energy damage to all undead within a 30 ft. radius burst of the cleric. The goal of this variant system is to have the cleric contribute to the destruction of the undead in a fashion that interacts well with the other characters in the party such as the fighter and the wizard. Sometimes when the undead are turned they run away and are never seen again, or they are destroyed outright. Other times when undead are turned, there are no effects at all. This variant provides a more consistent, simpler method of dealing with the turning of undead.</p><p></p><p>Turning undead is a standard action that deals 1d6 damage/cleric level to all undead within a 30-ft. radius burst of the cleric. The affected undead get a Will save (DC 10 + cleric level + Charisma modifier) for half damage. </p><p></p><p>Evil clerics (or any cleric that can swap out spells for inflict spells) instead heal undead within 30 feet for 1d6/cleric level + Charisma modifier. Paladins work just as you would expect, they turn undead as a cleric three levels lower.</p><p></p><p>Undead with turn resistance now treat that ability as damage reduction verses turning damage, at a rate of DR 2.5 per point of turn resistance. Thus, a vampire with turn resistance 4 would essentially have DR 10/– verses turning damage. Turn resistance does not reduce the effects of the healing that evil clerics provide with their turn attempts.</p><p></p><p>When this ability is used against incorporeal creatures, you do not have to roll a 50% miss chance; turning hits them automatically.</p><p></p><p>Under this variant system, a greater turning works like an empowered spell. After rolling turning damage, multiply the result by 1.5. </p><p></p><p>Some turning feats work differently under this system.</p><p></p><p><strong>Disciple of the Sun</strong>: You may spend two turn attempts in a single round to perform a greater turning. </p><p></p><p><strong>Exalted Turning</strong>: Instead of dealing extra damage, this feat increases the save DC of turn undead by 2, or by 4 on consecrated ground. On hallowed ground the save DC is increased by 6. These increases stack with the sacred bonuses for turning undead on consecrated and hallowed ground (see the individual spell descriptions for more details).</p><p></p><p><strong>Quicken Turning</strong>: This feat works as described on page 84 of Complete Divine, except that it now costs one turn attempt to quicken a turn undead.</p><p></p><p><strong>Widen Turning</strong>: This feat replaces Empower Turning. When you perform a turn undead, you may spend two turn attempts to double your turn undead radius from 30 feet to 60 feet.</p><p></p><p>The effects of Disciple of the Sun, Quicken Turning, and Widen Turning stack.</p></blockquote><p></p>
[QUOTE="ForceUser, post: 1965320, member: 2785"] Here's how I do it. [b]DESTRUCTION OF THE UNDEAD[/b] Instead of the turn undead rules in the Player’s Handbook, use the following variant. Instead of making undead run and cower, turn attempts deal positive energy damage to all undead within a 30 ft. radius burst of the cleric. The goal of this variant system is to have the cleric contribute to the destruction of the undead in a fashion that interacts well with the other characters in the party such as the fighter and the wizard. Sometimes when the undead are turned they run away and are never seen again, or they are destroyed outright. Other times when undead are turned, there are no effects at all. This variant provides a more consistent, simpler method of dealing with the turning of undead. Turning undead is a standard action that deals 1d6 damage/cleric level to all undead within a 30-ft. radius burst of the cleric. The affected undead get a Will save (DC 10 + cleric level + Charisma modifier) for half damage. Evil clerics (or any cleric that can swap out spells for inflict spells) instead heal undead within 30 feet for 1d6/cleric level + Charisma modifier. Paladins work just as you would expect, they turn undead as a cleric three levels lower. Undead with turn resistance now treat that ability as damage reduction verses turning damage, at a rate of DR 2.5 per point of turn resistance. Thus, a vampire with turn resistance 4 would essentially have DR 10/– verses turning damage. Turn resistance does not reduce the effects of the healing that evil clerics provide with their turn attempts. When this ability is used against incorporeal creatures, you do not have to roll a 50% miss chance; turning hits them automatically. Under this variant system, a greater turning works like an empowered spell. After rolling turning damage, multiply the result by 1.5. Some turning feats work differently under this system. [b]Disciple of the Sun[/b]: You may spend two turn attempts in a single round to perform a greater turning. [b]Exalted Turning[/b]: Instead of dealing extra damage, this feat increases the save DC of turn undead by 2, or by 4 on consecrated ground. On hallowed ground the save DC is increased by 6. These increases stack with the sacred bonuses for turning undead on consecrated and hallowed ground (see the individual spell descriptions for more details). [b]Quicken Turning[/b]: This feat works as described on page 84 of Complete Divine, except that it now costs one turn attempt to quicken a turn undead. [b]Widen Turning[/b]: This feat replaces Empower Turning. When you perform a turn undead, you may spend two turn attempts to double your turn undead radius from 30 feet to 60 feet. The effects of Disciple of the Sun, Quicken Turning, and Widen Turning stack. [/QUOTE]
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