Turn Undead

Shroomy

Adventurer
So here is 4e Turn Undead (from the Human Cleric sheet)...I love it:

Turn Undead

Encounter * Divine, Implement, Radiant
Standard Action Close Burst 2
Target Each Undead in Burst
Attack +4 vs Will
Hit 1d10+4 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn.
Miss Half Damage, and the target is not pushed or immobilized

I left out a restriction, but I find this system to be pretty straightforward. Its based on Wisdom.
 

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Shroomy said:
So here is 4e Turn Undead (from the Human Cleric sheet)...I love it:
Wait . . . where's the chart? Where is the kludgy subsystem? Where's the need to crack open the stupid PHB every time a freakin' zombie shows up?
 

The scary thing is look how close you have to let the undead get to you in order for it to be used (assuming I'm reading ranges correctly in 4e).
 


Gives a neat cinematic feel though, even if it is close:

First Monster Round: The undead begin to stagger towards the party.

Party Turn: They make attacks and seeing how poorly their weapons fare against the undead, form up around the Cleric.

Monster Round: The undead surround the party, the party fends them off.

Party Round: The Cleric sends out a wave of Divine Energy blasting the undead back, some exploding into dust.
 

Very cinematic, but don't go fighting undead with a reach of more than 2 squares! I did see the boneclaw mini in one of Mike Shea's pictures....there's a potential ouch.
 

I guess this is where Defenders come in, have a Defender infront of the Cleric, leading a charge into undead lines, blocking arrows and blows from long-reached undead then when in the midst of them, Turn Undead.

One thing though, I am wondering about... What specifically is Radiant does it mean it lasts a number of rounds and if so, how many?
 

While I haven't seen a definition, "Radiant" seems to be a combination of postive energy, divine energy, and light energy.
 


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