Turn Undead

Wow, once per encounter, and it holds them for one round. That's less of an anti-undead tactical nuke and more of an anti-undead flashbang. The Cleric turning looks more like a signal to get out of Dodge than to rally and force the hordes back.

I like.
 

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All the ranges so far seem rather short. The warlocks and the wizards blasts are mostly 10, with one or two 20s.

It really makes me want to see a profile for a bow. On the one hand, it should be pretty far, but on the other hand, if it is, archers will dominate everyone unless in confined spaces. Neither option makes me happy.
 

Perhaps there will be things to extend the range... Hmm, actually since a lot of these powers are supposed to progress with you through the levels. What if range increases with level?
 

Merlin the Tuna said:
Wow, once per encounter, and it holds them for one round. That's less of an anti-undead tactical nuke and more of an anti-undead flashbang. The Cleric turning looks more like a signal to get out of Dodge than to rally and force the hordes back.

I like.

Well, it's not an auto-win against undead, that's for sure.

OTOH, if the rest of the party is ready to take advantage if/when it works, it' can indeed be a truly nasty--even encounter-changing--weapon. :)
 

Mouseferatu said:
Well, it's not an auto-win against undead, that's for sure.

OTOH, if the rest of the party is ready to take advantage if/when it works, it' can indeed be a truly nasty--even encounter-changing--weapon. :)

For once, the rogue will be running to the front of the line when the cleric faces down the undead, rather than weeping in a corner, eh? ;)
 

Voss said:
It really makes me want to see a profile for a bow. On the one hand, it should be pretty far, but on the other hand, if it is, archers will dominate everyone unless in confined spaces. Neither option makes me happy.

The news article on the front page has a link to good photos of all the character sheets. The Eladrin ranger has a longbow with 20 normal and 40 max range.

Edit: the Eladrin also has two feats at 1st level. The Human does as well, but one is Human Perseverance (which gives +1 to saves, which with the 4e saving throw mechanic sounds pretty powerful.)
 
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Incenjucar said:
For once, the rogue will be running to the front of the line when the cleric faces down the undead, rather than weeping in a corner, eh? ;)

Well, when people play smart, yeah. ;)

Me, I'm playing a rogue who's an excessively reckless person. (That's just the way the character developed in my head, and I'm playing it to the hilt.) So I'm usually in the front line anyway. In fact, I'm fairly certain the cleric has used turn undead in this campaign, on more than one occasion, for no other reason than to get the undead off of me and the fighter, to give us a chance to recover. ;)
 

Fallen Seraph said:
Perhaps there will be things to extend the range... Hmm, actually since a lot of these powers are supposed to progress with you through the levels. What if range increases with level?

Maybe the range is a base, like in 3rd ed. It's an increment, that imposes penalties on the attack roll each time an increment is reached.

If we combine this with saga rules...

Turn undead:
Attack vs will
squares 1 and 2: no penalties
squares 3 and 4: -2
squares 5 and 6: -5
squares 7 and 8: -10

OR...

Turn undead:
Attack vs will
squares 1, 2: no penalties
squares 3, 4: -2
squares 5 to 8: -5
squares 9 to 16: -10

YMMV. A lot.
 

Perhaps, we shall have to see if anyone can ask that tomorrow.

Hmm... You know with some of these powers where you move the enemy if they seem like the type, such as Turn Undead where they would really go flying. I am tempted to put in whatever environmental damage in 4E they would receive from bashing into a wall or sturdy-furniture, etc.
 

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