Turning + Radiant/Necrotic damage

Seems to be the week of completely left field thoughts for me :)

An interesting take would be to change the turning mechanic into a variant of poison.

Turn Undead:
Expend a turn usage and target all undead within 30' with an caster attack* vs Will. The undead gain the condition of 'Turned' and must stay at least 30' away from you and take {cleric level} hps in Radiant damage each round. 4e Save to shake off the effect.
Turn resistance applies to the 4e Save as a bonus.
Creatures with vulnerablity to Radiant take an additional amount of HP loss equal to thier vulnerability rating.

Buff Undead:
Expend a turn usage and all undead within 30' gain fast healing equal to {caster level}. This effect lasts for {CHR mod} in rounds or until the undead move further than 30' from the caster.


* caster attack is the presumed BAB like score for casters...


or I could just be off my rocker... :)
 

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xechnao said:
IMO turning should only affect undead with no intelligence. This way makes sense.
Radiant damage is a different story. Non intelligent undead should not be vulnerable to radiant damage IMO unless they were made and are sustained with the aid of shadow (for example necromantic rituals).
OTOH vampires should be vulnerable as their "diseased" or cursed condition of vampirism.

This seems... contradictory.

Looked at from a western perspective, the concept of 'turning' is almost exclusively applied to vampires (and demons, if we take exorcism as something similar). From the east, it applies to all manner of spirits.

I'd rather go with a larger class of potential targets and have it affect more than less. Even if only to prevent silliness like divine feats that explode the system and exploit a subsystem under the idea that if its underutilized in a low undead campaign, you need to compensate for it by making the cleric even more broken.
 

I'd like to see turning disappear as a class ability and become a spell (or power or holy word or whatever - probably one of those per encounter abilities for clerics).

I'd like it to give one of those kind of fear effects such as we've seen hints of in miniatures rules - frightened creatures don't automatically flee but have a penalty (or a big penalty?) on their attacks and defences.

Could even be an area attack against the targets Will defence, fail and they are shaken, succeed and they are feared (or whatever terminology works best).

Cheers
 


The Ubbergeek said:
Turning, as a general channeling/excorcism, should NOT disappears. AN option maybe,but stay.

I agree... we only need to rename it ("turn undead" is a rather quaint name), and redo it as a "per day/encounter" thing that attacks the will defense of undead and evil outsiders within the area of effect. If the attack succeeds, the affected creatures take some "radiant" damage and incur in some penalties that they shake it off with a successful save...
 

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