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<blockquote data-quote="Veilheim" data-source="post: 17300" data-attributes="member: 2048"><p>Last weekend, for about the fourth time since starting to play 3e, my group and I started struggling with the turning mechanic used by clerics. I wanted to bounce this off of people and see if you see any glaring errors. </p><p></p><p>Modified Turning Rules</p><p></p><p>Turning undead is a supernatural ability that a cleric or paladin can perform as a standard action. It does not provoke attacks of opportunity. You must present a holy symbol to turn undead. Turning is considered an attack. Turning is resolved using an Opposed Check of the Cleric's capability and the Undead's turn resistance. </p><p></p><p>Times per day: You may attempt to turn undead a number of times per day equal to 3 + CHR modifier. This number may be increased using the extra turning feat. </p><p></p><p>Range: The range of a turning attempt is a CLOSE radius (25'). The range increases by 5' for every two Cleric levels or every four Paladin levels. </p><p></p><p>Turning Check: The first step of the turning attempt is to establish how powerful the undead is. This establishes a DC for the turning check. An undead creature has a turn resistance equal to 10+HD+Any Levels of Turn Resistance. Thus, a WIGHT would have a turn resistance score of 10+5+2=DC17. </p><p></p><p>The Cleric or Paladin rolls against this DC for each undead creature they can see which is in the radius of the turning attempt. The roll made is 1D20+Level+CHR Modifier. Paladins add one for every two complete levels, rather than their level, to the attempt. </p><p></p><p>Use the variant Degrees of Success (DMG pg 91) to compare the results:</p><p></p><p>Less than DC No Effect</p><p>DC or Above Undead creature halts and will</p><p> not close any further with the </p><p> cleric. They will not attack the cleric,</p><p> and are "demoralized", suffering a </p><p> -2 circumstance bonus to all actions</p><p> for the remainder of the combat. </p><p> (Not cumulative). </p><p>DC +10 Undead creature immediately flees</p><p> the area of the cleric and the combat</p><p> though they still suffer the -2 </p><p> circumstance bonus. Effect lasts for </p><p> 10 minutes. If they cannot flee, they </p><p> will cower.</p><p>DC +20 The undead creature is immediately </p><p> destroyed. </p><p></p><p></p><p>Anyone see this blowing up in my face? If so, how come? </p><p></p><p>Thanks in advance, </p><p></p><p>Veilheim</p></blockquote><p></p>
[QUOTE="Veilheim, post: 17300, member: 2048"] Last weekend, for about the fourth time since starting to play 3e, my group and I started struggling with the turning mechanic used by clerics. I wanted to bounce this off of people and see if you see any glaring errors. Modified Turning Rules Turning undead is a supernatural ability that a cleric or paladin can perform as a standard action. It does not provoke attacks of opportunity. You must present a holy symbol to turn undead. Turning is considered an attack. Turning is resolved using an Opposed Check of the Cleric's capability and the Undead's turn resistance. Times per day: You may attempt to turn undead a number of times per day equal to 3 + CHR modifier. This number may be increased using the extra turning feat. Range: The range of a turning attempt is a CLOSE radius (25'). The range increases by 5' for every two Cleric levels or every four Paladin levels. Turning Check: The first step of the turning attempt is to establish how powerful the undead is. This establishes a DC for the turning check. An undead creature has a turn resistance equal to 10+HD+Any Levels of Turn Resistance. Thus, a WIGHT would have a turn resistance score of 10+5+2=DC17. The Cleric or Paladin rolls against this DC for each undead creature they can see which is in the radius of the turning attempt. The roll made is 1D20+Level+CHR Modifier. Paladins add one for every two complete levels, rather than their level, to the attempt. Use the variant Degrees of Success (DMG pg 91) to compare the results: Less than DC No Effect DC or Above Undead creature halts and will not close any further with the cleric. They will not attack the cleric, and are "demoralized", suffering a -2 circumstance bonus to all actions for the remainder of the combat. (Not cumulative). DC +10 Undead creature immediately flees the area of the cleric and the combat though they still suffer the -2 circumstance bonus. Effect lasts for 10 minutes. If they cannot flee, they will cower. DC +20 The undead creature is immediately destroyed. Anyone see this blowing up in my face? If so, how come? Thanks in advance, Veilheim [/QUOTE]
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