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<blockquote data-quote="Infinite Monkey" data-source="post: 23584" data-attributes="member: 968"><p>Point taken. How about this.</p><p></p><p>Clerics (and paladins at -2 levels) can call forth the power of their god to turn (or rebuke) undead. They can do this once per day per level +Cha modifier. </p><p></p><p>All undead within 30 ft must make a Will save (DC 10 + Cha mod). The cleric can use more than one turn attempt in order to increase the DC by +2 per turn attempt used beyond the first (so using 3 'charges' would give DC 10 + 4 + Cha mod). </p><p></p><p>There are several effects for any undead that fail their save. First they get a penalty to all rolls equal to the clerics Cha mod - undeads turn resistance (if any). Also, if the penalty + Clerics level (i.e. cleric level + Cha mod - turn resistance) is greater than or equal to the undeads hit dice it is forced to run away. If the penalty + Clerics level is greater than or equal to twice the undeads hit dice the undead is destroyed. </p><p></p><p>If the undead make the save then there is no effect. </p><p></p><p>Example: Bob, our 4th level cleric with a 16 Chr (+3), holds forth his holy symbol and calls down heavenly power to Turn the ghouls facing him. Every undead within 30ft of Bob must make a Will save vs DC 13 (10 + 3 Chr mod). Or if Bob prefers he can expend extra Turn Charges to increase the DC by +2 per extra Turn. Any undead that fail the save get -3 to all rolls (3 Cha mod). Also, because the penalty plus the clerics level (4 + 3 = 7) is greater than their hit dice, they are forced to run away. Any ghoul that makes its Will save is unaffected. </p><p></p><p>NOTE I can't remember if ghouls have turn resistance, which would change the above example</p></blockquote><p></p>
[QUOTE="Infinite Monkey, post: 23584, member: 968"] Point taken. How about this. Clerics (and paladins at -2 levels) can call forth the power of their god to turn (or rebuke) undead. They can do this once per day per level +Cha modifier. All undead within 30 ft must make a Will save (DC 10 + Cha mod). The cleric can use more than one turn attempt in order to increase the DC by +2 per turn attempt used beyond the first (so using 3 'charges' would give DC 10 + 4 + Cha mod). There are several effects for any undead that fail their save. First they get a penalty to all rolls equal to the clerics Cha mod - undeads turn resistance (if any). Also, if the penalty + Clerics level (i.e. cleric level + Cha mod - turn resistance) is greater than or equal to the undeads hit dice it is forced to run away. If the penalty + Clerics level is greater than or equal to twice the undeads hit dice the undead is destroyed. If the undead make the save then there is no effect. Example: Bob, our 4th level cleric with a 16 Chr (+3), holds forth his holy symbol and calls down heavenly power to Turn the ghouls facing him. Every undead within 30ft of Bob must make a Will save vs DC 13 (10 + 3 Chr mod). Or if Bob prefers he can expend extra Turn Charges to increase the DC by +2 per extra Turn. Any undead that fail the save get -3 to all rolls (3 Cha mod). Also, because the penalty plus the clerics level (4 + 3 = 7) is greater than their hit dice, they are forced to run away. Any ghoul that makes its Will save is unaffected. NOTE I can't remember if ghouls have turn resistance, which would change the above example [/QUOTE]
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