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<blockquote data-quote="Kerrick" data-source="post: 1823728" data-attributes="member: 4722"><p>Wow. With all the stuff posted here, we should be able to piece together a workable system...</p><p></p><p> </p><p></p><p>I like the concentration. Range: I think 30 ft. works best, with the option of increasing it by 10 ft./feat.</p><p></p><p>Why not have two ways of doing it: </p><p></p><p>Concentration - the cleric holds out his symbol and makes a turn check to keep undead at bay for up to 1 rd/level; those undead who fail the check cannot enter the area of effect (say 30 ft.); undead that aren't turned still suffer a -2 penalty (like protection from evil). </p><p></p><p>Or positive energy burst - the cleric deals damage (say 1d6/level) to all undead in 30 ft., and those that are reduced to 0 are destroyed. The only problem I see is why a cleric would choose the former over the latter</p><p></p><p></p><p></p><p>Will save: Yes; a natural 1 means it's destroyed (though we need a system for how a really powerful cleric can destroy really weak undead...maybe the energy burst?). Knocked prone: Why? Doesn't make any sense, and the PCs would get AoOs galore. Critical failure damage: sounds good. I'd say that undead forced into the area, if they haven't already failed their save, gain a +2 bonus to the roll - I can't think of any justification beyond a balancing factor.</p><p></p><p></p><p></p><p>If this is a burst effect, how can it "miss"?</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1823728, member: 4722"] Wow. With all the stuff posted here, we should be able to piece together a workable system... I like the concentration. Range: I think 30 ft. works best, with the option of increasing it by 10 ft./feat. Why not have two ways of doing it: Concentration - the cleric holds out his symbol and makes a turn check to keep undead at bay for up to 1 rd/level; those undead who fail the check cannot enter the area of effect (say 30 ft.); undead that aren't turned still suffer a -2 penalty (like protection from evil). Or positive energy burst - the cleric deals damage (say 1d6/level) to all undead in 30 ft., and those that are reduced to 0 are destroyed. The only problem I see is why a cleric would choose the former over the latter Will save: Yes; a natural 1 means it's destroyed (though we need a system for how a really powerful cleric can destroy really weak undead...maybe the energy burst?). Knocked prone: Why? Doesn't make any sense, and the PCs would get AoOs galore. Critical failure damage: sounds good. I'd say that undead forced into the area, if they haven't already failed their save, gain a +2 bonus to the roll - I can't think of any justification beyond a balancing factor. If this is a burst effect, how can it "miss"? [/QUOTE]
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